简体   繁体   中英

Java LibGDX sprite moving twice as fast as camera

So I've got a class which extends ApplicationAdapter implements InputProcessor and does the following when you drag around on the screen.

@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {

    float x = Gdx.input.getDeltaX();
    float y = Gdx.input.getDeltaY();

    if (Store.isGameState) {
        Store.Entity.player.setxMove(x);
        Store.Entity.player.setyMove(-y);
    }
    return true;
}

In my player class I have a update method which does the following:

    @Override
    public void update() {
        x += xMove;
        y += yMove;
        Store.Camera.Camera.position.set(Store.Entity.player.getXPos() + Store.Entity.player.getWidth() / 2, Store.Entity.player.getYPos() + Store.Entity.player.getHeight() / 2, 0);
        Store.Camera.Camera.update();
    }

and a render method which is:

public void render(SpriteBatch SB) {
    SB.begin();
    Store.Entity.sprite.setPosition(Store.Entity.player.getXPos(), Store.Entity.player.getYPos());
    Store.Entity.sprite.draw(SB);
    SB.end();
}

Which all-in-all works, the camera will move around as will my sprite. However my sprite does not move at the same speed as my camera and I can't for the life of me figure out why this is the case. The sprite moves roughly twice as fast as the camera does, and isn't centered on the player which I'd like ideally.

EDIT:

So in my GameState I have the following:

package com.imjoshscott.dataria.states;

import com.imjoshscott.dataria.Game;
import com.imjoshscott.dataria.Store;

public class GameState extends State {

    public GameState(Game game) {
        super(game);
        Store.isGameState = true;
        Store.Entity.getPlayer(game, Store.Entity.getSprite());
        Store.Graphics.getSpriteBatch();
        Store.Graphics.getTiledMap();
        Store.Graphics.getTiledMapRenderer();
        Store.Camera.getCamera();
        Store.Camera.getHudCamera();
        Store.Camera.Camera.setToOrtho(false, Game.GAME_WIDTH, Game.GAME_HEIGHT);
        Store.Camera.HudCamera.setToOrtho(false, Game.GAME_WIDTH, Game.GAME_HEIGHT);
        Store.Camera.Camera.viewportHeight = Game.GAME_HEIGHT / 2.5f;
        Store.Camera.Camera.viewportWidth  = Game.GAME_WIDTH / 2.5f;
    }

    @Override
    public void update() {
        Store.Graphics.tiledMapRenderer.setView(Store.Camera.Camera);
        Store.Entity.player.update();
    }

    @Override
    public void render() {
        Store.Graphics.tiledMapRenderer.render();

        Store.Entity.player.render(Store.Graphics.SB);
    }

}

The Camera stuff in the Store class:

public static class Camera {
    public static OrthographicCamera Camera;
    public static OrthographicCamera HudCamera;

    public static OrthographicCamera getCamera() {
        if(Camera == null)
            Camera = new OrthographicCamera();
        return Camera;
    }
    public static OrthographicCamera getHudCamera() {
        if(HudCamera == null)
            HudCamera = new OrthographicCamera();
        return HudCamera;
    }
}

EDIT: Showing update & render methods

public void update() {
    moveCreature();
    Store.Entity.sprite.setPosition(Store.Entity.player.getXPos(), Store.Entity.player.getYPos());
    Store.Camera.Camera.position.set(Store.Entity.player.getXPos(), Store.Entity.player.getYPos(), 0);
    Store.Camera.Camera.update();
    xMove = 0f;
    yMove = 0f;
}


public void render(SpriteBatch SB) {
    SB.begin();
    Store.Entity.sprite.draw(SB);
    SB.end();
}

Updated My previous answer is not correct, upon seeing and checking the project I saw this render() method for GameState class (after looked around for several places but no dice, if ever found this very weird problem again I would direct to this).

public void render() {
    Store.Graphics.tiledMapRenderer.render();

    Store.Entity.player.render(Store.Graphics.SB);
}

Just one thing we need to add to fix very weird problem is to add the following code

Store.Graphics.SB.setProjectionMatrix(Store.Camera.Camera.combined);

so we would have

public void render() {
    Store.Graphics.SB.setProjectionMatrix(Store.Camera.Camera.combined);
    Store.Graphics.tiledMapRenderer.render();

    Store.Entity.player.render(Store.Graphics.SB);
}

That means we need to set projection matrix to current active SpriteBatch to properly render stuff. It's also safe to set it before even render the tile as it uses the same camera as of player.

The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM