我在让玩家通过相机被摧毁时遇到了一些麻烦.在我的应用程序中,我让相机跟随玩家(球).但摄像机只能跟随球向上.所以我想要完成的是,当玩家(球)到达界面(屏幕)的底部时,它会被破坏.在它被摧毁之后会很好,如果一个新的活动(新屏幕)弹出,那就是游戏结束".非常感谢您的大力支持.应用界面
I've been having some trouble making the player get destroyed through the camera. In my application, I made the camera follow the player(the ball). But the camera can only follow the ball upward. So what I want to accomplish is, when the player(the ball) reaches the bottom of the interface(the screen) it gets destroyed. After it gets destroyed it would be good, if a new activity(new screen) pops up, that says "Game over". Thanks a lot for the great support. the interface of the application
包 com.luca.tuninga;
package com.luca.tuninga;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
public class MyGdxGame extends ApplicationAdapter {
public static float APP_FPS = 60f;
public static int V_WIDTH = 480;
public static int V_HEIGHT = 640;
Box2DDebugRenderer b2dr;
World world;
Body ballBody;
OrthographicCamera camera;
float cameraMaxY;
@Override
public void create() {
world = new World(new Vector2(0, -9.8f), false);
b2dr = new Box2DDebugRenderer();
camera = new OrthographicCamera();
camera.setToOrtho(false, V_WIDTH, V_HEIGHT);
cameraMaxY = camera.position.y;
ballBody = createBall();
createWalls();
}
private void update() {
world.step(1f / APP_FPS, 6, 2);
if (Gdx.input.isTouched()) {
ballBody.setLinearVelocity(0, MathUtils.clamp(ballBody.getLinearVelocity().y, 0, 3));
ballBody.applyForceToCenter(new Vector2(0, 650f), false);
}
if (ballBody.getPosition().y * 32 > cameraMaxY) {
camera.translate(0, (ballBody.getPosition().y * 32) - cameraMaxY);
camera.update();
cameraMaxY = camera.position.y;
}
}
@Override
public void render() {
Gdx.gl.glClearColor(.25f, .25f, .25f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
update();
b2dr.render(world, camera.combined.cpy().scl(32f));
}
@Override
public void dispose() {
super.dispose();
world.dispose();
}
private Body createBall() {
Body body;
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.DynamicBody;
def.fixedRotation = true;
def.position.set(camera.position.x/ 32 + .5f, camera.position.y/ 32);
def.gravityScale = 3;
CircleShape shape = new CircleShape();
shape.setRadius(.5f);
body = world.createBody(def);
body.createFixture(shape, 1.0f);
return body;
}
private void createWalls() {
Body body;
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.StaticBody;
def.fixedRotation = true;
PolygonShape shape = new PolygonShape();
shape.setAsBox(1, 200 / 32);
for(int i = 0; i < 20 ; i++) {
def.position.set(1.01f, i * (200 / 32));
body = world.createBody(def);
body.createFixture(shape, 1.0f);
def.position.set(V_WIDTH / 32 - 1, i * (200 / 32));
body = world.createBody(def);
body.createFixture(shape, 1.0f);
}
}
}
据我了解,相机只会向上跟随.因此,当球向上过渡时,相机会更新并跟随,相机不会再次下降.
From what I understand, the camera will follow upwards only. Thus when the ball transitions into upwards position, camera will update and follow through, camera won't go down again.
这样您就可以检查球何时不在摄像机的视线范围内;特别是相机的底部.
So you can check when the ball is outside of the sight of camera; specifically the bottom of camera.
你可以把它放在 update()
函数的末尾
You can do something like this putting it at the end of update()
function
if ((ballBody.getPosition().y + 0.5f) * 32 < ballBody.getPosition().y -
camera.getViewportHeight()/2) {
// destroy body
world.destroyBody(ballBody);
// TODO: switch to another screen (thus next frame update & draw loop of this screen won't be called anymore)
}
上面是检查球何时完全不在相机的视线范围内(因此我做了 + 0.5f
这是它的半径,因为你用来创建这样的形状body) 相对于相机的视口高度.
above is to check if when ball is completely out of camera's sight (thus I do + 0.5f
which is its radius as you used to create the shape for such body) against camera's viewport height.
然后切换到另一个屏幕.这意味着当前屏幕将不再更新或绘制其内容,因此无需检查标志.但是如果下一帧还需要做其他的事情,最好有一个flag检查当前画面,知道游戏已经结束,这样就可以判断是否做某些操作了.
Then switch to another screen. This means the current screen won't be update or draw its content anymore, thus no need to have a flag to check. But if you need to do something else again in next frame, you better have a flag checking for the current screen to know that the game is now over, and thus you can check whether to do certain operations.
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