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GameScreen显示黑屏

[英]GameScreen shows Black Screen

我正在编写一个游戏,你必须避免小行星。 我不得不处理一些混乱的坐标,我不得不猜测精灵的坐标。 我现在有任意单位描述我的世界。 不幸的是,我的游戏屏幕无法完全运行。 当我想渲染我的小行星时,游戏屏幕显示黑屏。

public class GameScreen extends Screen {

private OrthographicCamera cam;
private Spaceship spaceship;
private Asteroids asteroids;
private Background bg;



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

    bg = new Background();
    spaceship = new Spaceship();
    asteroids = new Asteroids();

    float aspectratio = 16/10;

    cam = new OrthographicCamera(100, 100 * aspectratio);

    cam.position.set(cam.viewportWidth / 2f, cam.viewportHeight / 2f, 0);

    cam.update();

    }



@Override
public void render(SpriteBatch batch) {
    // TODO Auto-generated method stub

    cam.update();
    batch.setProjectionMatrix(cam.combined);

    batch.begin();
    bg.render(batch);
    spaceship.render(batch);
    batch.end();

}

上面显示的代码工作得很好并告诉我这个:

在此输入图像描述

当我在GameScreen类中添加小行星的渲染方法时,GameScreen只是黑色:

    @Override
    public void render(SpriteBatch batch) {
    // TODO Auto-generated method stub

    cam.update();
    batch.setProjectionMatrix(cam.combined);

    batch.begin();
    bg.render(batch);
    spaceship.render(batch);
    batch.end();

    }

在此输入图像描述

小行星类:

public class Asteroid {

private Vector2 p;
private Vector2 v;

private float mass;
private float radius;

public final float maxV = 200;
public final float minV = 50;

public final float rMin = 10;
public final float rMax = 30;

public final float minX = MyGdxGame.WIDTH;
public final float minY = MyGdxGame.HEIGHT;;

float alpha = MathUtils.random(0, 360);

public Asteroid(float maxX, float maxY, List<Asteroid> asteroids) {

    do {

    radius = MathUtils.random(rMin, rMax);
    masse = radius * radius * radius;

    float alpha = MathUtils.random(0, 360);

    p = new Vector2(MathUtils.random(minX, maxX), MathUtils.random(minY,
            maxY));

    float vBetrag = MathUtils.random(minV, maxV);

    v = new Vector2(vBetrag * MathUtils.cosDeg(alpha),
            vBetrag * MathUtils.cosDeg(alpha));
    } while (ueberlappMit(asteroids));

}

private boolean ueberlappMit(List<Asteroid> asteroids) {

    for(Asteroid a: asteroids){
        if(abstand(a) < radius + a.radius + 10){ //!
            return true;
        }
    }

    return false;

}

public void update(float deltaT, float xMin, float xMax, float yMin, float yMax) {
    p.x += v.x * deltaT;
    p.y += v.y * deltaT;

    while(p.x > xMax)
    {
        p.x -=  (xMax - xMin);  
    }
    while(p.x < xMin)
    {
        p.x += (xMax - xMin);
    }
    while(p.y > yMax)
    {
        p.y -= (yMax - yMin); 
    }
    while(p.y < yMin)
    {
        p.y += (yMax - yMin); 
    } 
}


public float abstand(Asteroid a2) {

    return p.dst(a2.p);

}

小行星类:

public class Asteroids extends Entity {

private final int numberofAsteroids = 150;
private float xMin, xMax, yMin, yMax;
private List<Asteroid> asteroids = new ArrayList<Asteroid>();

private final int cyclicBoundaryConditionsMultiple = 2; 

public Asteroids() {


    xMin = MyGdxGame.WIDTH * (-cyclicBoundaryConditionsMultiple);
    xMax = MyGdxGame.WIDTH * (cyclicBoundaryConditionsMultiple);
    yMin = MyGdxGame.HEIGHT * (-cyclicBoundaryConditionsMultiple);
    yMax = MyGdxGame.HEIGHT * (cyclicBoundaryConditionsMultiple); 


    for (int i = 0; i < anzahl; i++) {
        Asteroid a = new Asteroid( xMax,  yMax, asteroids);
        asteroids.add(a);
    }

}

@Override
public void update() {

    for (Asteroid a : asteroids) {
        a.update(Gdx.graphics.getDeltaTime(), xMin, xMax, yMin, yMax);
    }

    for (int i = 0; i < numberofAsteroids; i++) {

        Asteroid a1 = asteroids.get(i);

        for (int j = i + 1; j < anzahl; j++) {

            Asteroid a2 = asteroids.get(j);

            float abstand = a1.abstand(a2);

            if (abstand < a1.getRadius() + a2.getRadius()) {

                calculateCollision(a1, a2);

            }

        }

    }

}


}

@Override
public void render(ShapeRenderer renderer) {

    for (Asteroid a : asteroids) {

        System.out.println("RENDER A");

        renderer.setColor(0, 0, 0, 1);
        renderer.circle(a.getP().x, a.getP().y, a.getRadius());

    }

    }

很多你的帮助伙计们,我解决了这个问题。 方法private boolean ueberlappMit(List asteroids)检查小行星是否重叠,如果是小行星,则应再次创建。 问题是,通过选择太高的半径,游戏陷入了Asteroid类中的do while循环。

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