[英]Libgdx Rectangle detect Touch
我想檢測用戶是否單擊了駱駝並增加了錢,但是它不起作用(如果單擊(移動的)駱駝,什么也不會發生)。 我沒有在互聯網上找到解決方案。
我在render()中添加了這個:
if(Gdx.input.justTouched()){
for (Lama lama : lamas) {
if(lama.lamarect.contains(Gdx.input.getX(), Gdx.input.getX())){
money+=100;
}else{
Gdx.app.setLogLevel(Application.LOG_DEBUG);
Gdx.app.debug("POSITION", "X touched: " + Gdx.input.getX() + " Y touched: " + Gdx.input.getY());
}
}
}
編輯:
@Override
public void create() {
spawnLama();
textureAtlas = new TextureAtlas(Gdx.files.internal("data/lamination.pack"));
animation = new Animation(1/15f, textureAtlas.getRegions());
camera = new OrthographicCamera(1280, 720);
...
private void spawnLama() {
Lama lama = new Lama();
lama.x = MathUtils.random(-1000, -200);
lama.y = MathUtils.random(-350, 100);
lama.speedx = MathUtils.random(-5, 5);
if(lama.speedx >= -1 && lama.speedx <=1){
lama.speedx = 2;
}
lama.speedy = MathUtils.random(-5, 5);
if(lama.speedy >= -1 && lama.speedy <=1){
lama.speedy = 2;
}
Rectangle livinglama = new Rectangle();
livinglama.x = lama.x;
livinglama.y = lama.y;
livinglama.width = 64;
livinglama.height = 64;
lama.lamarect = livinglama;
lamas.add(lama);
lastLamaTime = TimeUtils.nanoTime();
}
@Override
public void render() {
Gdx.gl.glClearColor(110 / 255F, 211 / 255F, 43 / 255F, 1 / 255F);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
elapsedTime += Gdx.graphics.getDeltaTime();
if(spawnlama == true){
spawnLama();
spawnlama = false;
}
for (Lama lama : lamas) {
if(lama.x <= -1000){
lama.speedx = -lama.speedx;
}
else if(lama.x >= -200){
lama.speedx = -lama.speedx;
}
if(lama.y <= -350){
lama.speedy = -lama.speedy;
} else if(lama.y >=100){
lama.speedy = -lama.speedy;
}
if(lama.x == -500){
if(lama.speedx < 0){
lama.speedx --;
}
if(lama.speedx >= 0){
lama.speedx++;
}
}
lama.move();
}
if(Gdx.input.justTouched()){
for (Lama lama : lamas) {
Vector3 touch = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touch);
if(lama.lamarect.contains(touch.x, touch.y)){
money+=100;
}else{
Gdx.app.setLogLevel(Application.LOG_DEBUG);
Gdx.app.debug("POSITION", "X touched: " + touch.x + " Y touched: " + touch.y);
}
}
}
batch.begin();
for (Lama lama : lamas) {
TextureRegion currentFrame;
currentFrame = animation.getKeyFrame(elapsedTime, true);
if(!currentFrame.isFlipX()) {
if (lama.speedx >= 0) {
currentFrame.flip(true, false);
}
}else{
if (lama.speedx < 0) {
currentFrame.flip(true, false);
}
}
batch.draw(currentFrame, lama.x, lama.y, currentFrame
.getRegionWidth(), currentFrame.getRegionHeight());
}
elapsedTime += Gdx.graphics.getDeltaTime();
喇嘛班:
public class Lama {
public int x, y, speedx, speedy;
public Rectangle lamarect;
// float delay = 1; // seconds
void move() {
x += speedx;
y += speedy;
lamarect.x = x;
lamarect.y = y;
}
}
Gdx.input.getX
和Gdx.input.getY
給出屏幕坐標,這些需要轉換回世界坐標。 如果使用的是相機,則可以使用camera.unproject(touchVector)
如果使用的舞台沒有指定的相機,則可以通過stage.getCamera()
獲取相機。
如果沒有,則必須自己將其轉換回原處,我認為您必須先翻轉y坐標,然后將其添加到游戲世界中要查看的左下角。 但是,通過安裝相機,您可以使生活更輕松。
if(Gdx.input.justTouched()){
Vector3 touch = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touch);
for (Lama lama : lamas) {
if(lama.lamarect.contains(touch.x, touch.y)){
money+=100;
}else{
Gdx.app.setLogLevel(Application.LOG_DEBUG);
Gdx.app.debug("POSITION", "X touched: " + touch.x + " Y touched: " + touch.y);
}
}
}
否則,您將在contains
方法中傳遞Gdx.input.getX()
兩次。
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