[英]Draw background image in libgdx without moving the sprite along with the camera
[英]Java LibGDX sprite moving twice as fast as camera
因此,我有一個extends ApplicationAdapter implements InputProcessor
的類,並在屏幕上四處拖動時extends ApplicationAdapter implements InputProcessor
以下操作。
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
float x = Gdx.input.getDeltaX();
float y = Gdx.input.getDeltaY();
if (Store.isGameState) {
Store.Entity.player.setxMove(x);
Store.Entity.player.setyMove(-y);
}
return true;
}
在播放器類中,我有一個執行以下操作的更新方法:
@Override
public void update() {
x += xMove;
y += yMove;
Store.Camera.Camera.position.set(Store.Entity.player.getXPos() + Store.Entity.player.getWidth() / 2, Store.Entity.player.getYPos() + Store.Entity.player.getHeight() / 2, 0);
Store.Camera.Camera.update();
}
和一個渲染方法是:
public void render(SpriteBatch SB) {
SB.begin();
Store.Entity.sprite.setPosition(Store.Entity.player.getXPos(), Store.Entity.player.getYPos());
Store.Entity.sprite.draw(SB);
SB.end();
}
在所有這些都能正常工作的情況下,相機將像我的精靈一樣四處移動。 但是,我的精靈無法以與照相機相同的速度移動,因此我無法終生弄清楚為什么會這樣。 精靈的移動速度大約是相機的兩倍,並且不在我理想的播放器中心。
編輯:
所以在我的GameState中,我有以下內容:
package com.imjoshscott.dataria.states;
import com.imjoshscott.dataria.Game;
import com.imjoshscott.dataria.Store;
public class GameState extends State {
public GameState(Game game) {
super(game);
Store.isGameState = true;
Store.Entity.getPlayer(game, Store.Entity.getSprite());
Store.Graphics.getSpriteBatch();
Store.Graphics.getTiledMap();
Store.Graphics.getTiledMapRenderer();
Store.Camera.getCamera();
Store.Camera.getHudCamera();
Store.Camera.Camera.setToOrtho(false, Game.GAME_WIDTH, Game.GAME_HEIGHT);
Store.Camera.HudCamera.setToOrtho(false, Game.GAME_WIDTH, Game.GAME_HEIGHT);
Store.Camera.Camera.viewportHeight = Game.GAME_HEIGHT / 2.5f;
Store.Camera.Camera.viewportWidth = Game.GAME_WIDTH / 2.5f;
}
@Override
public void update() {
Store.Graphics.tiledMapRenderer.setView(Store.Camera.Camera);
Store.Entity.player.update();
}
@Override
public void render() {
Store.Graphics.tiledMapRenderer.render();
Store.Entity.player.render(Store.Graphics.SB);
}
}
Store類中的Camera內容:
public static class Camera {
public static OrthographicCamera Camera;
public static OrthographicCamera HudCamera;
public static OrthographicCamera getCamera() {
if(Camera == null)
Camera = new OrthographicCamera();
return Camera;
}
public static OrthographicCamera getHudCamera() {
if(HudCamera == null)
HudCamera = new OrthographicCamera();
return HudCamera;
}
}
編輯:顯示更新和渲染方法
public void update() {
moveCreature();
Store.Entity.sprite.setPosition(Store.Entity.player.getXPos(), Store.Entity.player.getYPos());
Store.Camera.Camera.position.set(Store.Entity.player.getXPos(), Store.Entity.player.getYPos(), 0);
Store.Camera.Camera.update();
xMove = 0f;
yMove = 0f;
}
public void render(SpriteBatch SB) {
SB.begin();
Store.Entity.sprite.draw(SB);
SB.end();
}
更新我以前的答案是不正確的,在查看並檢查項目后,我看到了GameState
類的render()
方法(在環顧了幾個地方但沒有骰子之后,如果再次發現這個非常奇怪的問題,我會直接針對此問題)。
public void render() {
Store.Graphics.tiledMapRenderer.render();
Store.Entity.player.render(Store.Graphics.SB);
}
我們需要添加以解決非常奇怪的問題的一件事是添加以下代碼
Store.Graphics.SB.setProjectionMatrix(Store.Camera.Camera.combined);
所以我們有
public void render() {
Store.Graphics.SB.setProjectionMatrix(Store.Camera.Camera.combined);
Store.Graphics.tiledMapRenderer.render();
Store.Entity.player.render(Store.Graphics.SB);
}
這意味着我們需要將投影矩陣設置為當前活動的SpriteBatch
才能正確渲染內容。 同樣安全的設置是在渲染圖塊之前,因為它使用的是與播放器相同的相機。
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