这是我的游戏屏幕的代码,我希望在触摸它时爆破我的气球。 方向是纵向。 但它似乎对我不起作用。
public class GameScreen implements Screen {
final BB game;
private BitmapFont font;
private static final int no_of_frames = 2;
Texture ballonFrames;
TextureRegion[] burstFrames = new TextureRegion[no_of_frames];
Animation burstAnimation;
Array<Rectangle> ballons;
TextureRegion currentFrame;
long lastBallonTime;
int ballonBursted;
OrthographicCamera camera;
int ballonMissed;
Sound ballonBursting;
public GameScreen(final BB gam) {
this.game = gam;
ballonFrames = new Texture(Gdx.files.internal("ballon_burst.png"));
font = new BitmapFont(Gdx.files.internal("font.fnt"), false);
ballonBursting = Gdx.audio.newSound(Gdx.files
.internal("BallonBursting.wav"));
TextureRegion[][] tmp = TextureRegion.split(ballonFrames,
ballonFrames.getWidth() / 2, ballonFrames.getHeight());
burstFrames[0] = tmp[0][0];
burstFrames[1] = tmp[0][1];
burstAnimation = new Animation(3.0f, burstFrames);
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
ballons = new Array<Rectangle>();
spawnBallon();
}
private void spawnBallon() {
Rectangle ballon = new Rectangle();
ballon.x = MathUtils.random(0, 800 - 64); //
ballon.y = 0;
ballon.width = 40;
ballon.height = 80;
ballons.add(ballon);
lastBallonTime = TimeUtils.nanoTime();
}
private boolean ballonBursted(Rectangle ballon) {
Vector2 touch = new Vector2(Gdx.input.getX(), Gdx.input.getY());
if (ballon.contains(touch))
return true;
else
return false;
}
@Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(0, 0, 0.3f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
InputProcessor processor;
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
font.draw(game.batch, "Ballon Bursted :" + ballonBursted, 0, 700);
font.draw(game.batch, "Ballon Missed:" + ballonMissed, 275, 700);
for (Rectangle ballon : ballons) {
game.batch.draw(burstFrames[0], ballon.x, ballon.y);
}
if (TimeUtils.nanoTime() - lastBallonTime > 1000000000) {
spawnBallon(); // a ballon every second
}
Iterator<Rectangle> iter = ballons.iterator();
while (iter.hasNext()) {
Rectangle ballon = iter.next();
ballon.y = ballon.y + 100 * Gdx.graphics.getDeltaTime();
if (ballonBursted(ballon) == true) {
ballonBursted++;
game.batch.draw(burstFrames[1], ballon.x, ballon.y);
ballonBursting.play();
iter.remove();
}
else if (ballon.y + 64 > 800) {
iter.remove();
ballonMissed++;
}
}
if (ballonMissed > 5) {
game.setScreen(new ScoreScreen(game, ballonBursted));
}
game.batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void show() {
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
ballonFrames.dispose();
ballonBursting.dispose();
game.batch.dispose();
}
我正在使用 libgdx 的动画类将我的气球图像更改为它爆裂的图像。 我是 libgdx 的新手,无法弄清楚我在这里做错了什么。 作为 Actor ,我应该创建一个表格并布置我的气球元素吗?
最佳答案
尝试这样的事情:
private boolean ballonBursted(Rectangle ballon) {
Vector3 touchPos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
if (ballon.contains(touchPos.x, touchPos.y))
return true;
else
return false;
}
关于android - 这是在 LibGdx 中检测矩形触摸的正确方法吗?似乎对我不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25460029/