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LibGDX:平鋪地圖的視差效果

[英]LibGDX: Parallax effect with tiled maps

需要在LibGDX和平鋪地圖的游戲中產生視差效果。 背景應該以不同的速度移動然后前景。 在文檔中https://github.com/libgdx/libgdx/wiki/Tile-maps說:

通過單獨渲染每個圖層並修改每個圖層的視圖,您還可以實現視差效果。

當前的實現 :使用PlayScreenVariantOne都可以工作,但背景以與前景相同的速度移動

public class PlayScreenVariantOne implements Screen {

    private TextureAtlas atlas;
    private OrthographicCamera gameCam;
    private Viewport viewport;
    private TmxMapLoader mapLoader;
    private TiledMap map;
    private OrthogonalTiledMapRenderer renderer;
    ...

    // ...
    // ... bla-bla-bla...
    // ...
    @Override
    public void render(float delta) {
        update(delta);
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        renderer.setView(gameCam);
        renderer.render();

        game.batch.setProjectionMatrix(gameCam.combined);
        game.batch.begin();

        player.draw(game.batch);
        game.batch.end();
        hud.stage.draw();

    }
 }

視差實現 :使用PlayScreenVariantTwo前景和背景以相同的速度渲染。 視差效果不起作用! :*(

public class PlayScreenVariantTwo implements Screen {

    private TextureAtlas atlas;
    private OrthographicCamera gameCam;
    private Viewport viewport;
    private TmxMapLoader mapLoader;
    private TiledMap map;
    private OrthogonalTiledMapRenderer renderer;
    ...

    // ...
    // ... bla-bla-bla...
    // ...
    @Override
    public void render(float delta) {
        update(delta);
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        int[] backgroundLayers = { 7 };
        int[] ground = { 9 };

        renderer.setView(gameCam.combined, (gameCam.position.x - gameCam.viewportWidth / 2 - 2), gameCam.position.y - gameCam.viewportHeight / 2, gameCam.viewportWidth, gameCam.viewportHeight);
        renderer.render(backgroundLayers);

        renderer.setView(gameCam.combined, (gameCam.position.x - gameCam.viewportWidth / 2) / 10, gameCam.position.y - gameCam.viewportHeight / 2, gameCam.viewportWidth  * 10, gameCam.viewportHeight);
        renderer.render(ground);

        game.batch.setProjectionMatrix(gameCam.combined);
        game.batch.begin();

        player.draw(game.batch);
        game.batch.end();

        hud.stage.draw();

    }
 }

您是否嘗試簡單地將X(或Y,您需要的)坐標與背景因子相乘:

  renderer.setView(gameCam.combined, (gameCam.position.x*0.5 - gameCam.viewportWidth / 2 - 2), gameCam.position.y - gameCam.viewportHeight / 2, gameCam.viewportWidth, gameCam.viewportHeight);

要么

  renderer.setView(gameCam.combined, (gameCam.position.x - gameCam.viewportWidth / 2 - 2)*0.5, gameCam.position.y - gameCam.viewportHeight / 2, gameCam.viewportWidth, gameCam.viewportHeight);

我添加了“* 0.5”,因此背景會慢兩倍。 不確定這兩行中的哪一行會給你更好的結果 - 你必須嘗試自己,但那就是ide - 乘以背景坐標,X或Y,你需要設置不同的速度。

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