[英]Sprite flicker while moving libgdx
此代码使图像边框在向左,向右,向下或向上移动时闪烁(闪光)。 为什么即使我使用Screen类的render()方法增量值,图像边框闪光灯也会移动。
package com.me.mygdxgame;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector3;
public class MoveSpriteExample extends GdxTest implements InputProcessor {
Texture texture;
SpriteBatch batch;
OrthographicCamera camera;
Vector3 spritePosition = new Vector3();
Sprite sprite;
public void resize (int width, int height) {
}
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
batch = new SpriteBatch();
camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.setToOrtho(false, w, h);
texture = new Texture(Gdx.files.internal("data/grasswall.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
sprite = new Sprite(texture);
sprite.setSize(32, 32);
spritePosition.y=100;
sprite.setPosition(spritePosition.x,spritePosition.x);
lastUpdateTime = System.nanoTime();
}
public void Update(float Delta)
{
if (Gdx.input.isKeyPressed(Keys.D)==true)
{
spritePosition.x += 150*(Delta / 1000000000.0);
}else if (Gdx.input.isKeyPressed( Keys.A)==true)
{
spritePosition.x -= 150*(Delta / 1000000000.0);
}
else if (Gdx.input.isKeyPressed( Keys.Z)==true)
{
spritePosition.y -= 150*(Delta / 1000000000.0);
}
else if (Gdx.input.isKeyPressed( Keys.W)==true)
{
spritePosition.y += 150*(Delta / 1000000000.0);
}
}
float lastUpdateTime;
float currentTime;
public void render() {
currentTime = System.nanoTime();
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
Update(currentTime - lastUpdateTime);
sprite.setPosition(spritePosition.x,spritePosition.y);
batch.setProjectionMatrix(camera.combined);
batch.begin();
sprite.draw(batch);
batch.end();
lastUpdateTime = currentTime;
}
}
请提供示例代码
正如我在上一篇文章中所说的,您应该看一下教程! 首先,您不需要自己计算增量时间。 我已经在最后一篇文章中为您介绍了如何获得它。
麻烦您给我一个超简短的例子,它带有一个活动的精灵,没有闪烁。 首先是ApplicationListener。 (不是GDXtest)
public class MainClass implements ApplicationListener {
private Screen currentScreen = null;
@Override
public void create() {
Texture.setEnforcePotImages(false);
this.currentScreen = new TestScreen();
}
@Override
public void dispose() {
this.currentScreen.dispose();
}
@Override
public void render() {
this.currentScreen.render(Gdx.graphics.getDeltaTime());
}
@Override
public void resize(int width, int height) {
this.currentScreen.resize(width, height);
}
@Override
public void pause() {
this.currentScreen.pause();
}
@Override
public void resume() {
this.currentScreen.resume();
;
}
}
它非常简单,并且您可以看到它确实使用增量时间自动调用屏幕的渲染! this.currentScreen.render(Gdx.graphics.getDeltaTime())
。
接下来您需要的是一个简单的屏幕。 所以确实实现了Screeninterface的东西。 我真的建议您在舞台上使用Scene2D设置。 但这是一个没有的例子。
public class TestScreen implements Screen {
private Sprite mySprite;
private SpriteBatch batch = new SpriteBatch();
public TestScreen() {
this.mySprite = new Sprite(new Texture(
Gdx.files.internal("data/appicon.png")));
this.mySprite.setPosition(50f, 50f);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
this.update(delta);
this.batch.begin();
this.mySprite.draw(batch);
this.batch.end();
}
public void update(float delta) {
if (Gdx.input.isKeyPressed(Keys.D) == true) {
mySprite.setX(mySprite.getX() + 150 * delta);
} else if (Gdx.input.isKeyPressed(Keys.A) == true) {
mySprite.setX(mySprite.getX() - 150 * delta);
} else if (Gdx.input.isKeyPressed(Keys.Z) == true) {
mySprite.setY(mySprite.getY() - 150 * delta);
} else if (Gdx.input.isKeyPressed(Keys.W) == true) {
mySprite.setY(mySprite.getY() + 150 * delta);
}
}
@Override
public void resize(int width, int height) {
}
@Override
public void show() {
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
}
Regardas,请看一下教程。 (这又是它的开始)
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