在我的自顶向下游戏中,我有一个敌人检测器来检测附近的敌人。我的问题是如何创建带有过渡的动画条?我是这个框架的新手。谢谢并提前
当玩家检测到附近有敌人时,仪表条会像下面的图像屏幕截图一样动画
没有敌人
我的代码:
//detector
meter_bar = new Texture("meter_bar.png");
myTextureRegion = new TextureRegion(meter_bar);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
actormeter_bar = new Image(myTexRegionDrawable);
actormeter_bar.setPosition(200,1005);
stage.addActor(actormeter_bar);
meter = new Texture("meter.png");
myTextureRegion = new TextureRegion(meter);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
actormetter = new Image(myTexRegionDrawable);
actormetter.setPosition(190,990);
stage.addActor( actormetter);
球员运动(向前):
//right_control
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
myTextureRegion = new TextureRegion(right_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveForward = new ImageButton(myTexRegionDrawable); //Set the button up
moveForward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw.png"))));
//the hover
moveForward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw-hover.png"))));
moveForward.setPosition(520,110);
stage.addActor(moveForward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveForward.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Right Button Pressed");
progressKnobX = progressKnobX + 4;
actorprogressknob.setX(progressKnobX); // x-position to move to
if(progressKnobX > 418 ) progressKnobX= 418 ;
music.play();
motionState=MotionState.NONE;
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
motionState=MotionState.UP;
return true;
}
});
stage.addActor(moveForward);
EnemySprite 移动:
zombie = new Texture(Gdx.files.internal("enemy/ZombieSprite.png"));
zombiesprite = new Sprite(zombie);
zombieenemy = new Rectangle();
zombieenemy.setWidth(zombiesprite.getWidth());
zombieenemy = zombiesprite.getBoundingRectangle();
zombieenemy.x = zombieX;
zombieenemy.y = zombieY;
TextureRegion[][] zom = TextureRegion.split(zombie, zombie.getWidth() / Zombie_FRAME_COLS, zombie.getHeight() / Zombie_FRAME_ROWS);
TextureRegion[] zwalkFrames = new TextureRegion[Zombie_FRAME_COLS * Zombie_FRAME_ROWS];
index = 0;
for (int i = 0; i < Zombie_FRAME_ROWS; i++) {
for (int j = 0; j < Zombie_FRAME_COLS; j++) {
zwalkFrames[index++] = zom[i][j];
}
}
zombiewalkAnimation = new Animation<TextureRegion>(0.120f, zwalkFrames);
前移按钮功能:
//button functions
MotionState motionState=MotionState.NONE;
enum MotionState {
NONE {
@Override
public boolean update(Rectangle player) {
return true;
}
},
UP {
@Override
public boolean update(Rectangle player) {
player.y += 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
DOWN{
@Override
public boolean update(Rectangle player) {
player.y -= 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
LEFT{
@Override
public boolean update(Rectangle player) {
player.x -= 100 * Gdx.graphics.getDeltaTime();
return false;
}
},
RIGHT{
@Override
public boolean update(Rectangle player) {
player.x += 100 * Gdx.graphics.getDeltaTime();
return false;
}
};
public abstract boolean update(Rectangle player);
}
渲染
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)) motionState = MotionState.DOWN;
if(Gdx.input.isKeyPressed(Input.Keys.UP)) motionState=MotionState.UP;
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) motionState=MotionState.LEFT;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) motionState=MotionState.RIGHT;
if(motionState.update(player)) motionState=MotionState.NONE;
if(player.y> 1910){
zombieenemy.y -= 60 * Gdx.graphics.getDeltaTime();
}
最佳答案
在回答您最初的问题之前,我想建议您学习使用 Libgdx extension Ashley因为事情看起来很乱,你很难维护。
我的答案:
保存一个 ArrayList<> 或类似的数据模型,其中包含所有游戏敌人,然后我们将遍历每个敌人并获取它的位置并计算到玩家的距离。
Enemy closestEnemy = null;
float closestEnemyDist = -1;
for(Enemy enemy : ListOfEnemies){
/* here we find the distance to the player */
float distToPlayer = Math.sqrt((enemy.y-player.x)^2 + (enemy.y-player.y)^2);
/* initiate closestEnemyDist for the first time */
if(closestEnemyDist == -1){
closestEnemyDist = distToPlayer;
}
/* we find the closest distance to the player */
float minDist = Math.min(closestEnemyDist, distToPlayer);
/* we make sure it is the closest and save the closest enemy as well */
if(minDist <= closestEnemyDist){
closestEnemyDist = minDist;
closestEnemy = enemy;
}
}
这会为您提供最近的敌人及其距离,您可以根据需要制定方法或仅获取距离,您可以在每次游戏更新时运行此代码。
测距仪:
在这里我们要做一个小数学,假设你的仪表显示百分比...从 0% 到 100%,你必须选择你的仪表认为 0% 的最大距离(意味着敌人很远,称之为 maxDistance),为了让您轻松理解这一点,请想象距离为 100 并查看此方法。
public int calcMeter(float closestEnemyDist, float maxDistance) {
int meter = 0;
/* calculate only if enemy is in range */
if(closestEnemyDist < maxDistance){
/* using rounding and multiply by 100f because we wanted
* values from 0 - 100, you can can modify this to work just
* with float from 0 - 1f
*/
meter = Math.round(
/*
* here we flip the percentage so if the enemy is very
* close then your meter will be higher
*/
(1f - (closestEnemyDist / maxDistance)) * 100f
);
}
return meter;
}
希望这对你有帮助,祝你好运:)
关于android - 如何在 libgdx 中制作敌人仪表检测器?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44819112/