java - 如何在Gdx android游戏编程中获得矩形的真实触摸位置?
问题描述
这是一个带有水桶和雨滴的简单安卓游戏。游戏是关于将雨滴放入桶中。问题出在桶上,因为桶的位置与触摸输入的位置不对应。
第二个问题是因为我不知道如何插入带有雨滴计数器的小窗口。我需要有一些我在桶里抓到的雨滴的柜台。
这是我的android游戏的代码:
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.TimeUtils;
import java.util.Iterator;
public class MyGdxGame extends ApplicationAdapter {
private Texture dropImage;
private Texture bucketImage;
private Sound dropSound;
private Music rainMusic;
private OrthographicCamera camera;
private SpriteBatch spriteBatch;
private Rectangle bucket;
private Array<Rectangle> raindrops;
private long lastDropTime;
@Override
public void create () {
dropImage = new Texture(Gdx.files.internal("droplet.png"));
bucketImage = new Texture(Gdx.files.internal("bucket.png"));
dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
rainMusic.setLooping(true);
rainMusic.play();
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 400);
spriteBatch = new SpriteBatch();
bucket = new Rectangle();
bucket.height = 64;
bucket.width = 64;
bucket.x = 800 / 2 - 64 / 2;
bucket.y = 20;
raindrops = new Array<Rectangle>();
createRainDrops();
}
@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
spriteBatch.draw(bucketImage, bucket.x, bucket.y);
for (Rectangle raindrop: raindrops){
spriteBatch.draw(dropImage, raindrop.x, raindrop.y);
}
spriteBatch.end();
触摸输入处理:
if (Gdx.input.isTouched()){
bucket.x = Gdx.input.getX() - 64 / 2;
bucket.x = Gdx.input.getX();
}
我知道我的解决方案是使用 Vector3,但不知道具体如何?当我尝试玩游戏时,我的触摸位置不在真实位置!
if (bucket.x < 0){
bucket.x = 0;
}
if (bucket.y > 800 - 64){
bucket.x = 800 - 64;
}
if (TimeUtils.nanoTime() - lastDropTime > 1000000000){
createRainDrops();
}
Iterator<Rectangle> iterator = raindrops.iterator();
while (iterator.hasNext()){
Rectangle raindrop = iterator.next();
raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
if (raindrop.y + 64 < 0){
iterator.remove();
}
if (raindrop.overlaps(bucket)){
dropSound.play();
iterator.remove();
}
}
}
@Override
public void dispose () {
dropSound.dispose();
rainMusic.dispose();
bucketImage.dispose();
dropImage.dispose();
spriteBatch.dispose();
}
private void createRainDrops() {
Rectangle raindrop = new Rectangle();
raindrop.width = 64;
raindrop.height = 64;
raindrop.y = 480;
raindrop.x = MathUtils.random(0, 800 - 64);
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
}
解决方案
您忘记了 y 坐标:
if (Gdx.input.isTouched()){
bucket.x = Gdx.input.getX() - bucket.getWidth() / 2;
bucket.y = Gdx.input.getY() - bucket.getHeight() / 2;
}
对于雨滴计数器,您可以使用BitmapFont
spriteBatch = new SpriteBatch();
font = new BitmapFont(Gdx.files.internal("Font.fnt"),
Gdx.files.internal("Font.png"), false);
并在渲染方法中
spriteBatch.begin();
font.draw(spriteBatch, "some string", x, y);
spriteBatch.end();
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