每次在libgdx中单击按钮时如何向前和向后移动Sprite?
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【中文标题】每次在libgdx中单击按钮时如何向前和向后移动Sprite?【英文标题】:How to move Sprite forward and backward every time the button is click in libgdx? 【发布时间】:2017-05-24 06:36:49 【问题描述】:如何让我的玩家在自上而下的游戏中向前和向后移动。我创建了两个按钮moveForward
按钮和moveBackward
按钮。使用acceleromter
我左右移动我的玩家。我的主要问题是每次单击按钮时播放器都会向前和向后移动。它使用上下键工作,但我不知道如何使用按钮触摸来实现。
这是我在下面编写的代码
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("spriteCatsheet.png"));
catsprite = new Sprite(cat);
catsprite.setScale(2f);
player = new Rectangle();
player.x = Gdx.graphics.getWidth() - player.width - 350;
player.y = catPlayerY;
player.setWidth(25);
我的按钮
//left_control
left_paw = new Texture(Gdx.files.internal("left_paw.png"));
myTextureRegion = new TextureRegion(left_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveBackward = new ImageButton(myTexRegionDrawable); //Set the button up
moveBackward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("left_paw.png"))));
//the hover
moveBackward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("left_paw_hover.png"))));
moveBackward.setPosition(10,25);
stage.addActor(moveBackward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveBackward.addListener(new InputListener()
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button)
System.out.println("Left Button Pressed");
//Move player Backward
//player.y -= 300 * Gdx.graphics.getDeltaTime();
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button)
System.out.print("Released");
return true;
);
stage.addActor(moveBackward);
//right_control
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
myTextureRegion = new TextureRegion(right_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveForward = new ImageButton(myTexRegionDrawable); //Set the button up
moveForward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw.png"))));
//the hover
moveForward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw-hover.png"))));
moveForward.setPosition(517,25);
stage.addActor(moveForward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveForward.addListener(new InputListener()
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button)
System.out.println("Right Button Pressed");
//Move player Forward
//player.y += 300 * Gdx.graphics.getDeltaTime();
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button)
return true;
);
stage.addActor(moveForward);
渲染
spriteBatch.draw(currentFrame,player.x, player.y);
//On keyboard
if(Gdx.input.isKeyPressed(Input.Keys.DOWN))player.y -= 300 * Gdx.graphics.getDeltaTime();
if(Gdx.input.isKeyPressed(Input.Keys.UP)) player.y += 300 * Gdx.graphics.getDeltaTime();
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) player.x -= 300 * Gdx.graphics.getDeltaTime();
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) player.x += 300 * Gdx.graphics.getDeltaTime();
//Mobile acceleration
if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer))
player.x -= Gdx.input.getAccelerometerX();
player.y += Gdx.input.getAccelerometerY() /1f;
if (player.x < 0)
player.x = 0;
player.x += Gdx.graphics.getDeltaTime() *20 *delta;
if (player.x > Gdx.graphics.getWidth()-player.getWidth() -150)
player.x = Gdx.graphics.getWidth()-player.getWidth() -150;
感谢并提前 ^_^
【问题讨论】:
除了在按下按钮时输出一些控制台文本之外,您什么也没做。您应该在侦听器中调用一个方法来移动播放器。 您好 @Madmenyo 先生,我删除了侦听器内部的方法 我删除了这个player.y += 300 * Gdx.graphics.getDeltaTime();
它会向前移动,但我认为这不是让玩家向前移动的正确方法,因为它正在捕捉。跨度>
getDeltaTime
是平均增量时间(我认为过去 100 帧)。使用getRawDeltaTime
可能不那么活泼。如果它真的(非常明显)活泼/断断续续,那一定是别的东西。
我已经改成getRawDeltaTime
还是有点不稳定/活泼..
【参考方案1】:
你可以这样使用:
MotionState motionState=MotionState.NONE;
enum MotionState
NONE
@Override
public boolean update(Rectangle player)
return true;
,
UP
@Override
public boolean update(Rectangle player)
player.y += 300 * Gdx.graphics.getDeltaTime();
return false;
,
DOWN
@Override
public boolean update(Rectangle player)
player.y -= 300 * Gdx.graphics.getDeltaTime();
return false;
,
LEFT
@Override
public boolean update(Rectangle player)
player.x -= 300 * Gdx.graphics.getDeltaTime();
return false;
,
RIGHT
@Override
public boolean update(Rectangle player)
player.x += 300 * Gdx.graphics.getDeltaTime();
return false;
;
public abstract boolean update(Rectangle player);
在您的 render()
方法中
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)) motionState = MotionState.DOWN;
if(Gdx.input.isKeyPressed(Input.Keys.UP)) motionState=MotionState.UP;
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) motionState=MotionState.LEFT;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) motionState=MotionState.RIGHT;
if(motionState.update(player)) motionState=MotionState.NONE;
现在在 Button 的 Listener 方法中
moveBackward.addListener(new InputListener()
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button)
motionState=MotionState.NONE;
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button)
motionState=MotionState.DOWN; // or what you want
return true;
);
为前进按钮做。
【讨论】:
【参考方案2】:除了在按下按钮时输出一些控制台文本之外,您没有做任何事情。您应该在侦听器中调用一个方法来移动播放器。
除此之外,触地得分是“刚刚触碰”,触地得分是“释放”。不是反过来。在您的情况下,您希望具有“按钮保持”功能,因此您需要为每个按钮设置一个标志,该按钮在 touchDown/刚刚按下时激活并在 touchUp/释放时停用。当标志处于活动状态时,这意味着按钮被按住。然后在更新循环中检查按钮/标志 X 是否被按住并施展你的魔法。
【讨论】:
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