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如何檢測Java libGDX中是否觸摸了精靈?

[英]How do I detect if a sprite was touched in Java libGDX?

在過去的幾天里,我一直將我的游戲( Apopalypse )移植到Android移動平台。 我已經在Google上快速搜索了精靈觸摸檢測,但沒有找到任何有用的信息。 一旦觸摸,每個氣球都會彈出,我只需要檢測它是否被觸摸過。 這是我的氣球產卵代碼:

渲染(x,y,寬度和高度隨機化):

public void render() {
    y += 2;
    balloon.setX(x);
    balloon.setY(y);
    balloon.setSize(width, height);
    batch.begin();
    balloon.draw(batch);
    batch.end();
}

在主要游戲類中產卵:

addBalloon(new Balloon());

public static void addBalloon(Balloon b) {
    balloons.add(b);
}

在您的類中使用render方法可以執行以下代碼

Vector3 touchPoint=new Vector3();

void update()
{
  if(Gdx.input.justTouched())
   {
    camera.unproject(touchpoint.set(Gdx.input.getX(),Gdx.input.getY(),0);
    if(balloon.getBoundingRectangles().contains(touchPoint.x,touchPoint.y))
     {
      // will be here when balloon will be touched
     }
    }
   }

這就是我這樣做的方式,但根據您使用的場景和可觸摸的元素,可以采用稍微更優化的方式:

public GameScreen implements Screen, InputProcessor
{

  @Override
  public void show()
  {
      Gdx.input.setInputProcessor(this);
  }

  @Override
  public boolean touchDown(int screenX, int screenY, int pointer, int button)
  {
      float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
      float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
      for(int i = 0; i < balloons.size(); i++)
      {
          if(balloons.get(i).contains(pointerX, pointerY))
          {
              balloons.get(i).setSelected(true);
          }
      }
      return true;
   }

   @Override
   public boolean touchUp(int screenX, int screenY, int pointer, int button)
   {
       float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
       float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
       for(int i = 0; i < balloons.size(); i++)
       {
           if(balloons.get(i).contains(pointerX, pointerY) && balloons.get(i).getSelected())
           {
               balloons.get(i).execute();
           }
           balloons.get(i).setSelected(false);
       }
       return true;
    }

public class InputTransform
{
    private static int appWidth = 480;
    private static int appHeight = 320;

    public static float getCursorToModelX(int screenX, int cursorX) 
    {
        return (((float)cursorX) * appWidth) / ((float)screenX); 
    }

    public static float getCursorToModelY(int screenY, int cursorY) 
    {
        return ((float)(screenY - cursorY)) * appHeight / ((float)screenY) ; 
    }
}

我做了一個小課程,我用我的游戲來檢測Sprite是否被觸及

public class SpriteTouchable extends Sprite {

    public SpriteTouchable(Texture texture) {
        super(texture);
    }

    public SpriteTouchable(Sprite sprite) {
        set(sprite);
    }

    public static float xTrans(float x)
    {
        return x*Gdx.graphics.getWidth()/480;
    }

    public static float yTrans(float y)
    {
        return y*Gdx.graphics.getHeight()/320;
    }

    private boolean isTouched;

    /**
     * Type: Input Listener function
     * listen if this sprite button was pressed (touched)
     * @param marge : the extra touchable space out of sprite
     * @param x     : x position touched by user
     * @param y     : y position touched by user
     * 
     * return true  : Sprite touched
     * return false : Sprite not touched
     */
    public boolean isPressing(int marge,int x, int y) {
        if((x>getX() -xTrans(marge))&& x<getX() +getWidth()+xTrans(marge)) {
            if((y>getY() -yTrans(marge))&& y<getY()+getHeight()+yTrans(marge)) {
                return true;
            }
        }
        return false;
    }
}

 public boolean isTouched() {
    return isTouched;
 }

我在這里如何使用它

Gdx.input.setInputProcessor(new GameInputListener() {

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

                return false;
            }

            @Override
            public boolean touchDown(int x, int yy, int pointer, int button) {
                int y = Gdx.graphics.getHeight() - yy;
                // if sprite + 10 of px marge is touched
                if(mySpriteTouchable.isPressing(10, x, y)) {
                    // sprite is touched down
                }
                return false;
            }
}

使用相同的邏輯,您可以檢測精靈釋放,也可以在觸摸精靈時自定義效果大小等等...

希望這是有幫助的!

你有Gdx.input.getX()Gdx.input.getY() 最后一次觸摸的X和Y坐標。 只需將它們與氣球框架進行比較

您可以在鼠標上添加一個小的1x1像素矩形,並檢查它是否相交或包含其他框。 您需要使用方框來為您想要以這種方式點擊的所有對象。

我有一個簡單的解決方案,就像創建一個像素一個像素的小矩形

Rectangle rect;

rect = new Rectangle(0, 0, 1, 1);

然后制作一個叫做的方法

touching_checking();

在這種方法中,我們將做三件事

首先檢查屏幕是否被觸摸

第二個將矩形放在觸摸屏幕的位置

然后最后檢查你的矩形是否與精靈矩形重疊。 像那樣

private void touching_checking() { if (Gdx.input.isTouched()) { rect.setPosition(Gdx.input.getX(), Gdx.input.getY()); if (rect.overlaps(back.getBoundingRectangle())) { //do what you want here } } } private void touching_checking() { if (Gdx.input.isTouched()) { rect.setPosition(Gdx.input.getX(), Gdx.input.getY()); if (rect.overlaps(back.getBoundingRectangle())) { //do what you want here } } }我有一個叫做水平的精靈數組我檢查我按下了哪一個

private void touching_checking() {
    if (Gdx.input.isTouched()) {
        rect.setPosition(Gdx.input.getX(), Gdx.graphics.getWidth() - Gdx.input.getY());
        for (int i = 0; i < levels.size; i++) {
            if (rect.overlaps(levels.get(i).getBoundingRectangle())) {
                //do what you want here
            }
        }
    }
}

這是我在sprite類中使用的內容。 我給它的向量,我點擊了camera.unproject(new Vector3().set(x,y,0)); 如果在精靈區域中單擊,則返回true。

    /***
     * 
     * @param v3 Vector with MouseClickPosition
     * @return true if click was inside rectangle x --> x + width, y --> y + 
     * height
     */

    public boolean clicked(Vector3 v3){
    Rectangle rec = getBoundingRectangle();

    if(v3.x >= rec.x && v3.x < rec.x + getWidth()){
        if(v3.y >= rec.y && v3.y < rec.y + getHeight()){
            System.out.println("click_on\t" + v3.x + ", " + v3.y);
            return true;
        }
        else{
            return false;
        }
    }
    else{
        return false;
    }
}

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