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如何在Java(libgdx)中使用键盘移动精灵

[英]How to make a sprite move with keyboard in java(libgdx)

我正在为学校目的制作游戏,我已经制作了精灵和背景(平铺地图)。我的问题是如何使用键盘使精灵向左,向右,向后和向下移动,请大家尽快帮我这是我的代码:

public class LEVEL1 implements ApplicationListener, Screen {
private Music music;
private SpriteBatch batch;
private Texture Sprite;
private Vector2 position;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private OrthographicCamera camera;

@Override
public void render(float delta) {       
    Gdx.gl.glClearColor(1, 0, 0, 0);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    position.y = position.y - 5;

    // player Controls
    if(position.y < 0){
        position.y = 0;
    }

    //..................................................

    // renderer camera and map
    camera.update();
    renderer.setView(camera);
    renderer.render();
    //...................................................

//tells the computer when to start drawing textures
    batch.begin();
    batch.draw(Sprite, position.x, position.y, 50, 50);
    batch.end();
    //...................................................

    camera = new OrthographicCamera();
    camera.setToOrtho(true, 2920,950);

}

@Override
public void show() {    
    Sprite = new Texture("Sprite.png");
    batch = new SpriteBatch();
    position = new Vector2(650, Gdx.graphics.getHeight());

    map = new TmxMapLoader().load("map1.tmx");

    renderer = new OrthogonalTiledMapRenderer(map);

    camera = new OrthographicCamera();

      music = Gdx.audio.newMusic((Gdx.files.internal("GameSound.mp3")));

        music.setLooping(false);
        music.setVolume(0.5f);
        music.play();
}

@Override
public void create() {

}

@Override
public void resize(int width, int height) {
    camera.viewportWidth = width;
    camera.viewportHeight = height;
    camera.position.set(width/2f, height/3f, 0); //by default camera position on (0,0,0)
    camera.update();


}

@Override
public void render() {
    if(Gdx.input.justTouched())
        music.play();


}

@Override
public void dispose() {
    map.dispose();
    renderer.dispose();
    music.dispose();        
}

@Override
public void hide() {
    // TODO Auto-generated method stub

}

@Override
public void pause() {
    // TODO Auto-generated method stub

}

@Override
public void resume() {
    // TODO Auto-generated method stub

}

}

要对输入事件做出反应,您需要实现InputProcessor 它具有方法keyDown (在按下键时调用)和keyUp (在释放键时调用)。
这些方法都有一个参数keyCode ,该参数定义了按下/释放的键的int代码。 因此,您需要重写这2个方法,并根据获得的keyCode进行操作或不执行操作。 例如,要移动播放器,您可以保持所设置的成员speed ,具体取决于按下/释放的键。 然后,在render方法中,您需要根据经过时间( delta )和speed来更新位置。

要获取输入事件,您需要告诉libgdx,您的InputProcessor应该是活动的。 这是通过调用Gdx.input.setInputProcessor(yourInputProcessor)来完成的。

另外,请确保阅读Libgdx Wiki ,您的许多问题都会在此处得到解答。

编辑
一些代码:

public class Level implements ApplicationListener, InputProcessor {

    private int speedX;  // Speed in x direction
    private Vector2 position;  // Position

    private boolean keyDown(int keyCode) {
        boolean result = false;
        if (keyCode == Keys.D) {
           result = true;
           speed += 5;
        }
        else if (keyCode == Keys.A) {
            result = true;
            speed -= 5;
        }
        return result;
    }

    private boolean keyUp(int keyCode) {
        boolean result = false;
        if (keyCode == Keys.D) {
           result = true;
           speed -= 5;
        }
        else if (keyCode == Keys.A) {
            result = true;
            speed += 5;
        }
        return result;
    }

    public void render(float delta) {
         position.x += speed*delta;

         // Render here
    }
}

在这里,我举一个使用键(上,下,左,右)移动精灵的小例子。

您应该在libgdx Wiki中找到更多详细信息

public class Level1 implements ApplicationListener {


    Sprite sprite;
    SpriteBatch batch;

    float spriteXposition;
    float spriteYposition;

    @Override
    public void render() { 

        Gdx.gl.glClearColor(1, 0, 0, 0);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        //tells the computer when to start drawing textures
        batch.begin();
        sprite.setPosition(spriteXposition, spriteYposition);
        sprite.draw(batch);
        batch.end();

        spriteControl();

    }

    public void spriteControl() {

        if(Gdx.input.isKeyPressed(Keys.UP)) {
            spriteYposition++;
        }
        if(Gdx.input.isKeyPressed(Keys.DOWN)) {
            spriteYposition--;
        }

        if(Gdx.input.isKeyPressed(Keys.LEFT)) {
            spriteXposition--;
        }

        if(Gdx.input.isKeyPressed(Keys.RIGHT)) {
            spriteXposition++;
        }
    }


    @Override
    public void create() {

        sprite = new Sprite(new Texture(Gdx.files.internal("sprite.png")));
        batch = new SpriteBatch();
    }
}

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