在过去的几天里,我一直在将我的游戏 (Apopalypse) 移植到 Android 移动平台.我在谷歌上快速搜索了精灵触摸检测,但没有发现任何有用的东西.每个气球一旦被触摸就会弹出,我只需要检测它是否被触摸.这是我的气球生成代码:
In the past few days I've been porting my game (Apopalypse) to the Android Mobile platform. I've did a quick search on Google of sprite touch detection but didn't find anything helpful. Each balloon will pop once touched and I just need to detect if it's touched. Here's my balloon spawning code:
渲染(x、y、宽度和高度是随机的):
Rendering (x, y, width, and height are randomized):
public void render() {
y += 2;
balloon.setX(x);
balloon.setY(y);
balloon.setSize(width, height);
batch.begin();
balloon.draw(batch);
batch.end();
}
在主游戏类中生成:
addBalloon(new Balloon());
public static void addBalloon(Balloon b) {
balloons.add(b);
}
我就是这样做的,但是根据您使用的场景和可以触摸的元素,可以有稍微更优化的方法来执行此操作:
This is how I did it, but depending on the scene you are using and the elements that can be touched, there can be slightly more optimized ways of doing this:
public GameScreen implements Screen, InputProcessor
{
@Override
public void show()
{
Gdx.input.setInputProcessor(this);
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button)
{
float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
for(int i = 0; i < balloons.size(); i++)
{
if(balloons.get(i).contains(pointerX, pointerY))
{
balloons.get(i).setSelected(true);
}
}
return true;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button)
{
float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
for(int i = 0; i < balloons.size(); i++)
{
if(balloons.get(i).contains(pointerX, pointerY) && balloons.get(i).getSelected())
{
balloons.get(i).execute();
}
balloons.get(i).setSelected(false);
}
return true;
}
public class InputTransform
{
private static int appWidth = 480;
private static int appHeight = 320;
public static float getCursorToModelX(int screenX, int cursorX)
{
return (((float)cursorX) * appWidth) / ((float)screenX);
}
public static float getCursorToModelY(int screenY, int cursorY)
{
return ((float)(screenY - cursorY)) * appHeight / ((float)screenY) ;
}
}
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