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libgdx为什么相机不跟随角色呢?

[英]libgdx why doesn't the Camera follow the character?

I'm new with libgdx and I have read a Tutorial (the Tutorial Code is my base). 我是libgdx的新手,我读了一个教程(教程代码是我的基础)。 I have a character that I can move, but the camera won't follow the character :( 我有一个可以移动的角色,但相机不会跟随角色:(

Here's my WorldRenderer.java: 这是我的WorldRenderer.java:

package com.evolutio.tee.view;

import com.evolutio.tee.model.Block;
import com.evolutio.tee.model.Tee;
import com.evolutio.tee.model.World;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Rectangle;

public class WorldRenderer {

    private static final float CAMERA_WIDTH = 10f;
    private static final float CAMERA_HEIGHT = 7f;

    private World world;
    private OrthographicCamera cam;

    /** for debug rendering **/
    ShapeRenderer debugRenderer = new ShapeRenderer();

    /** Textures **/
    private Texture teeTexture;
    private Texture blockTexture;

    private SpriteBatch spriteBatch;
    private boolean debug = false;
    private int width;
    private int height;
    private float ppuX; // pixels per unit on the X axis
    private float ppuY; // pixels per unit on the Y axis

    public void setSize (int w, int h) {
        this.width = w;
        this.height = h;
        ppuX = (float)width / CAMERA_WIDTH;
        ppuY = (float)height / CAMERA_HEIGHT;
    }

    public WorldRenderer(World world, boolean debug) {
        Tee tee = world.getTee();
        this.world = world;
        cam = new OrthographicCamera(CAMERA_WIDTH, CAMERA_HEIGHT);
        cam.position.set(CAMERA_WIDTH / 2f, CAMERA_HEIGHT / 2f, 0);
        cam.update();
        this.debug = debug;
        spriteBatch = new SpriteBatch();
        loadTextures();
    }

    private void loadTextures() {
        teeTexture = new  Texture(Gdx.files.internal("tee/tee.png"));
        blockTexture = new Texture(Gdx.files.internal("world/dreck.png"));
    }

    public void render() {
        spriteBatch.begin();
            drawBlocks();
            drawTee();
        spriteBatch.end();
        //if (debug) drawDebug();
    }


    private void drawBlocks() {
        for (Block block : world.getBlocks()) {
            spriteBatch.draw(blockTexture, block.getPosition().x * ppuX, block.getPosition().y * ppuY, Block.SIZE * ppuX, Block.SIZE * ppuY);
        }
    }

    private void drawTee() {
        Tee tee = world.getTee();
        spriteBatch.draw(teeTexture, tee.getPosition().x * ppuX, tee.getPosition().y * ppuY, Tee.SIZE * ppuX, Tee.SIZE * ppuY);
        cam.position.set(tee.getPosition().x, tee.getPosition().y, 0);
    }

    private void drawDebug() {
        // render blocks
        debugRenderer.setProjectionMatrix(cam.combined);
        debugRenderer.begin(ShapeType.Rectangle);
        for (Block block : world.getBlocks()) {
            Rectangle rect = block.getBounds();
            float x1 = block.getPosition().x + rect.x;
            float y1 = block.getPosition().y + rect.y;
            debugRenderer.setColor(new Color(1, 0, 0, 1));
            debugRenderer.rect(x1, y1, rect.width, rect.height);
        }
        // render Tee
        Tee tee = world.getTee();
        Rectangle rect = tee.getBounds();
        float x1 = tee.getPosition().x + rect.x;
        float y1 = tee.getPosition().y + rect.y;
        debugRenderer.setColor(new Color(0, 1, 0, 1));
        debugRenderer.rect(x1, y1, rect.width, rect.height);
        debugRenderer.end();
    }
}

at drawTee() I try to make the camera following the Tee. 在drawTee()我尝试使相机跟随Tee。

cam.position.set(tee.getPosition().x, tee.getPosition().y, 0);

Try this 尝试这个

public class WorldRenderer {

private static final float CAMERA_WIDTH = 10f;
private static final float CAMERA_HEIGHT = 7f;

private World world;
private OrthographicCamera cam;

/** for debug rendering **/
ShapeRenderer debugRenderer = new ShapeRenderer();

/** Textures **/
private Texture teeTexture;
private Texture blockTexture;

private SpriteBatch spriteBatch;
private boolean debug = false;
private int width;
private int height;
private float ppuX; // pixels per unit on the X axis
private float ppuY; // pixels per unit on the Y axis

public void setSize (int w, int h) {
    this.width = w;
    this.height = h;
    ppuX = (float)width / CAMERA_WIDTH;
    ppuY = (float)height / CAMERA_HEIGHT;
}

public WorldRenderer(World world, boolean debug) {
    Tee tee = world.getTee();
    this.world = world;
    this.cam = new OrthographicCamera(CAMERA_WIDTH, CAMERA_HEIGHT);
    this.cam.setToOrtho(false,CAMERA_WIDTH,CAMERA_HEIGHT);
    this.cam.position.set(CAMERA_WIDTH / 2f, CAMERA_HEIGHT / 2f, 0);
    this.cam.update();
    this.debug = debug;
    spriteBatch = new SpriteBatch();
    loadTextures();
}

private void loadTextures() {
    teeTexture = new  Texture(Gdx.files.internal("tee/tee.png"));
    blockTexture = new Texture(Gdx.files.internal("world/dreck.png"));
}

public void render() {
    moveCamera(tee.getPosition().x, CAMERA_HEIGHT / 2);
    spriteBatch.setProjectionMatrix(cam.combined);
    spriteBatch.begin();
        drawBlocks();
        drawTee();
    spriteBatch.end();
    //if (debug) drawDebug();
}

public void moveCamera(float x,float y){
    if ((tee.getPosition().x > CAMERA_WIDTH / 2)) {
        cam.position.set(x, y, 0);
        cam.update();
    }

}


private void drawBlocks() {
    for (Block block : world.getBlocks()) {
        spriteBatch.draw(blockTexture, block.getPosition().x, block.getPosition().y, Block.SIZE, Block.SIZE);
    }
}

private void drawTee() {
    Tee tee = world.getTee();
    spriteBatch.draw(teeTexture, tee.getPosition().x, tee.getPosition().y, Tee.SIZE, Tee.SIZE);
}

Using the sprite.setProjectionMatrix(cam.combined) before the spriteBatch.begin() is needed because if you don't the spriteBatch uses it's own camera, therefore your updates do nothing for what appears on screen. 需要在spriteBatch.begin()之前使用sprite.setProjectionMatrix(cam.combined),因为如果你没有spriteBatch使用它自己的相机,那么你的更新不会对屏幕上显示的内容做任何事情。 You have to take out the ppuX, ppuY stuff. 你必须取出ppuX,ppuY的东西。 I know that's to resize the screen for different devices, but it screws up the camera, therefore if you keep it in and call the setProjectionMatrix, it will be way way zoomed in (actually the size of all images will be huge.) 我知道这是为了调整不同设备的屏幕大小,但它会搞砸相机,因此如果你保留它并调用setProjectionMatrix,它将被放大(实际上所有图像的大小都会很大。)

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