I want to display and fire a bullet when jetActor is touched, it can be unlimited bullets.I think it can be done with arrays somehow, but the more I try , the less i understand.Also when the actor is touched multiply times,the bullet goes faster.
This is the code and all it does now is that it displays a jet and a bullet and when jet is touched it "fires" the bullet.
public class MyGdxGame implements ApplicationListener{
private Texture bulletTexture;
private Texture jetTexture;
private Stage stage;
private BulletActor[] bulletActor;
private JetActor jetActor;
float bulletX = 650, bulletY = 200;
float jetX = 700,jetY = 150;
boolean started;
public class JetActor extends Actor{
public JetActor() {
setBounds(jetX,jetY,jetTexture.getWidth(),jetTexture.getHeight());
this.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int buttons){
started = true;
bulletActor[2] = new BulletActor();
System.out.println("Touched");
return true;
}
});
}
@Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(jetTexture, jetX, jetY, jetTexture.getWidth(), jetTexture.getHeight());
}
}
public class BulletActor extends Actor{
@Override
public void act(float delta) {
if(started){
bulletX -=3;
}
}
@Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(bulletTexture,bulletX,bulletY,bulletTexture.getWidth(), bulletTexture.getHeight());
}
}
@Override
public void create() {
bulletTexture = new Texture("C:\\Users\\User\\Documents\\LibGdxMainProjects\\SampleGame1\\android\\assets\\bullet.png");
jetTexture = new Texture("C:\\Users\\User\\Documents\\LibGdxMainProjects\\SampleGame1\\android\\assets\\jet.png");
stage = new Stage();
jetActor = new JetActor();
bulletActor = new BulletActor[10];
stage.addActor(jetActor);
Gdx.input.setInputProcessor(stage);
bulletActor[1] = new BulletActor();
stage.addActor(bulletActor[1]);
}
@Override
public void dispose() {
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void resize ( int width, int height){
}
@Override
public void pause () {
}
@Override
public void resume () {
}
}
This would add unlimited bullets. The problem with it is that going from 0 to unlimited takes forever. So better not have unlimited bullets...
List<BulletActor> bulletList = new ArrayList<BulletActor>();
for (int i = 0; i < unlimited; i++)
{
bulletList.add(new bullet();
}
When you want to draw these bullets, just loop the list and update each individual bullet.
for (Bullet bullet : bulletList)
{
bullet.act();
bullet.draw();
}
But since these bullets are actors you might as well just add them to the stage so the stage will take care of act()
and draw()
for you.
//If you want to store them you still need a list or other datastructure to hold them.
List<BulletActor> bulletList = new ArrayList<BulletActor>();
for (int i = 0; i < unlimited; i++)
{
bulletList.add(new bullet();
stage.addActor(new BulletActor); // <-- Just adding them to the stage takes care of the act and draw methods.
}
But there is a lot more wrong with your code. You are really better off learning some basic Java before you continue.
bulletActor = new BulletActor[10];
Does not create 10 bullets for you. It creates a array that could potentially hold 10 bullets for you. When you declare a field you can see that as a box that is exactly the size of the object you create it for.
BulletActor myBullet // <-- Empty box (Null) where 1 BulletActor can be stored.
new BulletActor() // <-- A Bullet actor object
BulletActor myBullet = new BulletActor() // <-- Box with a BulletActor in it
BulletActor[] bulletArray = new BulletActor[10] // <-- 10 empty boxes
//Now store bullets in these boxes
for (int i = 0; i < bulletArray.length; i++)
{
bulletArray[i] = new BulletActor();
}
This is only a fraction of the basics you should know. Currently you are biting way more then you can chew so do yourself a real good favor and learn all the basics about object oriented programming.
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