Libgdx 为矩形数组渲染不同的纹理
Libgdx render for a rectangle array different textures
我正在使用 libgdx 开发一款游戏,但我遇到了困难。所以我的 SpriteBatch 为数组中具有相同纹理的所有矩形绘制,但我希望每个矩形都有自己的纹理。我的代码看起来像这样
public class GameScreen implements Screen{
final MrJetpack game;
OrthographicCamera camera;
SpriteBatch batch;
ShapeRenderer rend;
private Array<Rectangle> raindrops;
Texture enemy1,enemy2,enemy3,enemy4,endScreen;
TextureRegion[] enemys = new TextureRegion[4];
private int random;
public GameScreen(final MrJetpack game){
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
enemy1 = new Texture(Gdx.files.internal("boxk.png"));
enemy2 = new Texture(Gdx.files.internal("boxg.png"));
enemy3 = new Texture(Gdx.files.internal("kugel.png"));
enemy4 = new Texture(Gdx.files.internal("kugelk.png"));
enemys[0] = new TextureRegion(enemy1);
enemys[1] = new TextureRegion(enemy2);
enemys[2] = new TextureRegion(enemy3);
enemys[3] = new TextureRegion(enemy4);
raindrops = new Array<Rectangle>();
rend = new ShapeRenderer();
batch = new SpriteBatch();
}
@Override
public void render(float delta) {
// TODO Auto-generated method stub
//Gdx.gl.glClearColor(0, (float)148/255,(float) 255/255, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
rend.begin(ShapeType.Filled);
rend.rect(0, 0, 800, 10);
rend.rect(0, 160, 800, 10);
rend.rect(0, 320, 800, 10);
rend.setColor(Color.ORANGE);
rend.end();
batch.begin();
for(Rectangle raindrop: raindrops) {
batch.draw(enemys[random], raindrop.x - 10, raindrop.y);
}
batch.end();
if(TimeUtils.nanoTime() - lastDropTime > spawnTime){
spawnRaindrop();
}
Iterator<Rectangle> iter = raindrops.iterator();
while(iter.hasNext()) {
Rectangle raindrop = iter.next();
raindrop.x -= 20 * Gdx.graphics.getDeltaTime();
if(raindrop.x < 0) {
spawnRaindrop();
iter.remove();
}
}
}
private void spawnRaindrop() {
Rectangle raindrop = new Rectangle();
raindrop.x = 800;
stages = MathUtils.random(1, 3);
random = MathUtils.random(0, 3);
raindrop.width = 30;
raindrop.height = 53;
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
所以实际发生的情况是,每次在屏幕上生成一个新的 Rectangle 时,其他已经显示的 Rectangle 都会更改 Texture ,因此每个 Rectangle 都有相同的 Texture 。任何解决方案或示例?
编辑:http://imgur.com/46ywYyy
对于理解我的问题错误的人来说,这是我的问题:)
就像你可以看到所有其他矩形的纹理都在变化,但我希望每个人都有他们的静态纹理
变量 random 对于 class 是全局变量,一旦新的精灵生成,它会将值设置为新的随机值,并且所有这些都由以下人员绘制:
batch.draw(敌人[随机], raindrop.x - 10, raindrop.y);
您需要将其与每个实例的位置一起跟踪。
他们告诉你,一种方法,但我看你不清楚,我会或多或少地按照你的方式来做。
我会尝试使表单更类似于您的代码中已有的表单。
注意
这段代码可能有语法错误,因为我是从编辑器 Whosebug 做的。
1- 创建一个从 sprite 派生的 class,例如:
public class SpriteRaindrop extends Sprite{
Rectangle raindrop = new Rectangle();
public SpriteRaindrop(Texture t, int srcWidth,
int srcHeigth,
float posX,
float posY){
super(t, srcWidth, srcHeigth);
raindrop.x = posX;
raindrop.y = posY;
raindrop.width = srcWidth;
raindrop.height = srcHeigth;
setPosition(posX, posY);
}
public void updateR(){
raindrod.x = getX();
raindrod.y = getY();
}
}
您的代码有任何更改
public class GameScreen implements Screen{
final MrJetpack game;
OrthographicCamera camera;
SpriteBatch batch;
ShapeRenderer rend;
private Array<SpriteRaindrop> raindrops;
Texture enemy1,enemy2,enemy3,enemy4,endScreen;
TextureRegion[] enemys = new TextureRegion[4];
private int random;
public GameScreen(final MrJetpack game){
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
enemy1 = new Texture(Gdx.files.internal("boxk.png"));
enemy2 = new Texture(Gdx.files.internal("boxg.png"));
enemy3 = new Texture(Gdx.files.internal("kugel.png"));
enemy4 = new Texture(Gdx.files.internal("kugelk.png"));
enemys[0] = new TextureRegion(enemy1);
enemys[1] = new TextureRegion(enemy2);
enemys[2] = new TextureRegion(enemy3);
enemys[3] = new TextureRegion(enemy4);
raindrops = new Array<SpriteRaindrop>();
rend = new ShapeRenderer();
batch = new SpriteBatch();
}
@Override
public void render(float delta) {
// TODO Auto-generated method stub
//Gdx.gl.glClearColor(0, (float)148/255,(float) 255/255, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
rend.begin(ShapeType.Filled);
rend.rect(0, 0, 800, 10);
rend.rect(0, 160, 800, 10);
rend.rect(0, 320, 800, 10);
rend.setColor(Color.ORANGE);
rend.end();
batch.begin();
for(SpriteRaindrop raindrop: raindrops) {
//raindrop.translatex(-10f);
//what is raindrop.y value
raindrop.updateR();
raindrop.draw(batch);
}
batch.end();
if(TimeUtils.nanoTime() - lastDropTime > spawnTime){
spawnRaindrop();
}
Iterator<SpriteRaindrop> iter = raindrops.iterator();
while(iter.hasNext()) {
SpriteRaindrop raindrop = iter.next();
raindrop.translateX(-20f * Gdx.graphics.getDeltaTime());
if(raindrop.getX() < 0) {
spawnRaindrop();
iter.remove();
}
}
}
private void spawnRaindrop() {
stages = MathUtils.random(1, 3);
random = MathUtils.random(0, 3);
lastDropTime = TimeUtils.nanoTime();
SpriteRaindrop raindrop = new SpriteRaindrop(enemys[random],
30, 53,
800, 0);
raindrops.add(raindrop);
}
这只是一个想法,但我觉得可行,希望对你有所帮助
我正在使用 libgdx 开发一款游戏,但我遇到了困难。所以我的 SpriteBatch 为数组中具有相同纹理的所有矩形绘制,但我希望每个矩形都有自己的纹理。我的代码看起来像这样
public class GameScreen implements Screen{
final MrJetpack game;
OrthographicCamera camera;
SpriteBatch batch;
ShapeRenderer rend;
private Array<Rectangle> raindrops;
Texture enemy1,enemy2,enemy3,enemy4,endScreen;
TextureRegion[] enemys = new TextureRegion[4];
private int random;
public GameScreen(final MrJetpack game){
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
enemy1 = new Texture(Gdx.files.internal("boxk.png"));
enemy2 = new Texture(Gdx.files.internal("boxg.png"));
enemy3 = new Texture(Gdx.files.internal("kugel.png"));
enemy4 = new Texture(Gdx.files.internal("kugelk.png"));
enemys[0] = new TextureRegion(enemy1);
enemys[1] = new TextureRegion(enemy2);
enemys[2] = new TextureRegion(enemy3);
enemys[3] = new TextureRegion(enemy4);
raindrops = new Array<Rectangle>();
rend = new ShapeRenderer();
batch = new SpriteBatch();
}
@Override
public void render(float delta) {
// TODO Auto-generated method stub
//Gdx.gl.glClearColor(0, (float)148/255,(float) 255/255, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
rend.begin(ShapeType.Filled);
rend.rect(0, 0, 800, 10);
rend.rect(0, 160, 800, 10);
rend.rect(0, 320, 800, 10);
rend.setColor(Color.ORANGE);
rend.end();
batch.begin();
for(Rectangle raindrop: raindrops) {
batch.draw(enemys[random], raindrop.x - 10, raindrop.y);
}
batch.end();
if(TimeUtils.nanoTime() - lastDropTime > spawnTime){
spawnRaindrop();
}
Iterator<Rectangle> iter = raindrops.iterator();
while(iter.hasNext()) {
Rectangle raindrop = iter.next();
raindrop.x -= 20 * Gdx.graphics.getDeltaTime();
if(raindrop.x < 0) {
spawnRaindrop();
iter.remove();
}
}
}
private void spawnRaindrop() {
Rectangle raindrop = new Rectangle();
raindrop.x = 800;
stages = MathUtils.random(1, 3);
random = MathUtils.random(0, 3);
raindrop.width = 30;
raindrop.height = 53;
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
所以实际发生的情况是,每次在屏幕上生成一个新的 Rectangle 时,其他已经显示的 Rectangle 都会更改 Texture ,因此每个 Rectangle 都有相同的 Texture 。任何解决方案或示例?
编辑:http://imgur.com/46ywYyy 对于理解我的问题错误的人来说,这是我的问题:) 就像你可以看到所有其他矩形的纹理都在变化,但我希望每个人都有他们的静态纹理
变量 random 对于 class 是全局变量,一旦新的精灵生成,它会将值设置为新的随机值,并且所有这些都由以下人员绘制:
batch.draw(敌人[随机], raindrop.x - 10, raindrop.y);
您需要将其与每个实例的位置一起跟踪。
他们告诉你,一种方法,但我看你不清楚,我会或多或少地按照你的方式来做。
我会尝试使表单更类似于您的代码中已有的表单。
注意 这段代码可能有语法错误,因为我是从编辑器 Whosebug 做的。
1- 创建一个从 sprite 派生的 class,例如:
public class SpriteRaindrop extends Sprite{
Rectangle raindrop = new Rectangle();
public SpriteRaindrop(Texture t, int srcWidth,
int srcHeigth,
float posX,
float posY){
super(t, srcWidth, srcHeigth);
raindrop.x = posX;
raindrop.y = posY;
raindrop.width = srcWidth;
raindrop.height = srcHeigth;
setPosition(posX, posY);
}
public void updateR(){
raindrod.x = getX();
raindrod.y = getY();
}
}
您的代码有任何更改
public class GameScreen implements Screen{
final MrJetpack game;
OrthographicCamera camera;
SpriteBatch batch;
ShapeRenderer rend;
private Array<SpriteRaindrop> raindrops;
Texture enemy1,enemy2,enemy3,enemy4,endScreen;
TextureRegion[] enemys = new TextureRegion[4];
private int random;
public GameScreen(final MrJetpack game){
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
enemy1 = new Texture(Gdx.files.internal("boxk.png"));
enemy2 = new Texture(Gdx.files.internal("boxg.png"));
enemy3 = new Texture(Gdx.files.internal("kugel.png"));
enemy4 = new Texture(Gdx.files.internal("kugelk.png"));
enemys[0] = new TextureRegion(enemy1);
enemys[1] = new TextureRegion(enemy2);
enemys[2] = new TextureRegion(enemy3);
enemys[3] = new TextureRegion(enemy4);
raindrops = new Array<SpriteRaindrop>();
rend = new ShapeRenderer();
batch = new SpriteBatch();
}
@Override
public void render(float delta) {
// TODO Auto-generated method stub
//Gdx.gl.glClearColor(0, (float)148/255,(float) 255/255, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
rend.begin(ShapeType.Filled);
rend.rect(0, 0, 800, 10);
rend.rect(0, 160, 800, 10);
rend.rect(0, 320, 800, 10);
rend.setColor(Color.ORANGE);
rend.end();
batch.begin();
for(SpriteRaindrop raindrop: raindrops) {
//raindrop.translatex(-10f);
//what is raindrop.y value
raindrop.updateR();
raindrop.draw(batch);
}
batch.end();
if(TimeUtils.nanoTime() - lastDropTime > spawnTime){
spawnRaindrop();
}
Iterator<SpriteRaindrop> iter = raindrops.iterator();
while(iter.hasNext()) {
SpriteRaindrop raindrop = iter.next();
raindrop.translateX(-20f * Gdx.graphics.getDeltaTime());
if(raindrop.getX() < 0) {
spawnRaindrop();
iter.remove();
}
}
}
private void spawnRaindrop() {
stages = MathUtils.random(1, 3);
random = MathUtils.random(0, 3);
lastDropTime = TimeUtils.nanoTime();
SpriteRaindrop raindrop = new SpriteRaindrop(enemys[random],
30, 53,
800, 0);
raindrops.add(raindrop);
}
这只是一个想法,但我觉得可行,希望对你有所帮助