libgdx上的无限滚动背景
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我试图在libgdx上做一个无限滚动的背景。图像在X轴上滚动很好,但是在Y轴上,图像被分成两半,如下图所示。我怎样才能从屏幕底部开始?
这是我的代码
package com.tashtoons.game.States;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.tashtoons.game.BuckyRun;
import static com.badlogic.gdx.graphics.Texture.TextureWrap.Repeat;
public class PlaySate extends State {
private Texture bg;
float sourceX = 0;
public PlaySate(GameStateManager gsm) {
super(gsm);
bg=new Texture("bg.png");
cam.setToOrtho(false,BuckyRun.WIDTH/2,BuckyRun.HEIGHT/2);
bg.setWrap(Repeat,Repeat);
}
@Override
protected void handleInput() {
}
@Override
public void update(float dt) {
}
@Override
public void render(SpriteBatch sb) {
sourceX += 10;
sb.setProjectionMatrix(cam.combined);
sb.begin();
sourceX = (sourceX + Gdx.graphics.getDeltaTime() / 3/4) % bg.getWidth();
sb.draw(bg, 0, 0, (int) sourceX, 0,BuckyRun.WIDTH, BuckyRun.HEIGHT);
sb.end();
}
@Override
public void dispose() {
}
}
答案
你应该传递给cam.setToOrtho()
视口的宽度和高度。您也可能想要更正用于绘制纹理的代码(代码中的左侧注释):
public class PlaySate extends State {
private Texture bg;
float sourceX = 0;
public PlaySate(GameStateManager gsm) {
super(gsm);
bg=new Texture("bg.png");
cam.setToOrtho(false,BuckyRun.WIDTH,BuckyRun.HEIGHT); // edited this
bg.setWrap(Repeat,Repeat);
}
@Override
public void render(SpriteBatch sb) {
sourceX += 10;
sb.setProjectionMatrix(cam.combined);
sb.begin();
// this line doesn't make much sense, you've already incremented sourceX,
// "Gdx.graphics.getDeltaTime() / 3/4" especially confuses me
// why sourceX =% bg.getWidth(); isn't enough?
sourceX = (sourceX + Gdx.graphics.getDeltaTime() / 3/4) % bg.getWidth();
// you probably want to draw texture in full screen
sb.draw(bg,
// position and size of texture
0, 0, WIDTH, HEIGHT,
// srcX, srcY, srcWidth, srcHeight
(int) sourceX, 0, bg.getWidth(), bg.getHeight(),
// flipX, flipY
false, false);
sb.end();
}
}
更新
而不是这两行:
sourceX += 10;
...
sourceX = (sourceX + Gdx.graphics.getDeltaTime() / 3/4) % bg.getWidth();
...
应该只有一个:
sourceX = (sourceX + Gdx.graphics.getDeltaTime() * velocity) % bg.getWidth();
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