你好,我是libgdx和java的新手,我在屏幕上创建多个Objects时遇到问题。当我单击SPACE时,我想在屏幕上创建一个新的对象,对象是Pocisk类的屏幕矩形,但是当我单击它时,它就会掉下来。
游戏类
public class Gra extends ApplicationAdapter {
SpriteBatch batch;
private Texture Statektekstura, Pocisktekstura;
private Statek statek;
private Pocisk pocisk;
@Override
public void create() {
zaladujdane();
init();
}
private void init() {
batch = new SpriteBatch();
statek = new Statek(Statektekstura);
pocisk = new Pocisk(Pocisktekstura);
}
private void zaladujdane() {
//tekstura statku pomniejszana
Pixmap pixmap2 = new Pixmap(Gdx.files.internal("statek.jpg"));
Pixmap pixmap1 = new Pixmap(100, 100, pixmap2.getFormat());
pixmap1.drawPixmap(pixmap2,
0, 0, pixmap2.getWidth(), pixmap2.getHeight(),
0, 0, pixmap1.getWidth(), pixmap1.getHeight()
);
Statektekstura = new Texture(pixmap1);
//tekstura pocisk pomniejszona
Pixmap pixmap20 = new Pixmap(Gdx.files.internal("pocisk.jpg"));
Pixmap pixmap10 = new Pixmap(35, 35, pixmap20.getFormat());
pixmap10.drawPixmap(pixmap20,
0, 0, pixmap20.getWidth(), pixmap20.getHeight(),
0, 0, pixmap10.getWidth(), pixmap10.getHeight()
);
Pocisktekstura = new Texture(pixmap10);
}
@Override
public void render() {
udpdate();
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
statek.draw(batch);
pocisk.draw(batch);
batch.end();
}
private void udpdate() {
przesuwanie();
pocisk.y = pocisk.y+pocisk.pociskpredkosc*Gdx.graphics.getDeltaTime();
}
private void przesuwanie() {
if (Gdx.input.isKeyPressed(Keys.A)) {
statek.x = statek.x - 250 * Gdx.graphics.getDeltaTime();
}
if (Gdx.input.isKeyPressed(Keys.D)) {
statek.x = statek.x + 250 * Gdx.graphics.getDeltaTime();
}
if (Gdx.input.isKeyPressed(Keys.SPACE)) {
pocisk = new Pocisk(Pocisktekstura);
pocisk.strzal();
}
}
@Override
public void dispose() {
//batch.dispose();
}
}
类Pocisk代码:
public class Pocisk extends Rectangle {
private Texture texture;
public float pociskpredkosc = 0;
Pocisk(Texture texture) {
this.texture = texture;
this.height = texture.getHeight();
this.width = texture.getWidth();
}
public void draw(SpriteBatch batch) {
batch.draw(texture, x, y);
}
public void strzal() {
pociskpredkosc = pociskpredkosc + 80;
}
}
我想我在课堂上不及格而不是在Pocisk班上不及格我应该如何更改才能在单击空格时始终制作一个新的Rectangle?
最佳答案
每次创建新对象并引用pocisk
变量时,您都在处理单个pocisk
引用。由该变量执行的Pocisk更新,因此每次Pocisk从初始位置开始。对于多个Pocisk,您需要保留所有对象引用并对该引用执行更新,因此请使用任何容器来存储所有引用。您可以使用Array
来表示相同的内容。
public class MainGame extends ApplicationAdapter {
SpriteBatch batch;
private Texture Statektekstura,Pocisktekstura;
private Statek statek;
Array<Pocisk> pociskList;
boolean oneAtOnce;
@Override
public void create () {
zaladujdane();
init();
}
private void init() {
batch=new SpriteBatch();
statek=new Statek(Statektekstura);
pociskList=new Array<Pocisk>();
}
private void zaladujdane() {
//tekstura statku pomniejszana
Pixmap pixmap2 = new Pixmap(Gdx.files.internal("badlogic.jpg"));
Pixmap pixmap1 = new Pixmap(100, 100, pixmap2.getFormat());
pixmap1.drawPixmap(pixmap2,
0, 0, pixmap2.getWidth(), pixmap2.getHeight(),
0, 0, pixmap1.getWidth(), pixmap1.getHeight()
);
Statektekstura=new Texture(pixmap1);
//tekstura pocisk pomniejszona
Pixmap pixmap20 = new Pixmap(Gdx.files.internal("badlogic.jpg"));
Pixmap pixmap10 = new Pixmap(35, 35, pixmap20.getFormat());
pixmap10.drawPixmap(pixmap20,
0, 0, pixmap20.getWidth(), pixmap20.getHeight(),
0, 0, pixmap10.getWidth(), pixmap10.getHeight()
);
Pocisktekstura=new Texture(pixmap10);
}
@Override
public void render () {
udpdate();
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
statek.draw(batch);
for(Pocisk pocisk:pociskList)
pocisk.draw(batch);
batch.end();
}
private void udpdate() {
przesuwanie();
for (Pocisk pocisk:pociskList)
pocisk.y=pocisk.y+pocisk.pociskpredkosc*Gdx.graphics.getDeltaTime();
}
private void przesuwanie() {
if(Gdx.input.isKeyPressed(Input.Keys.A))
{
statek.x=statek.x-250*Gdx.graphics.getDeltaTime();
}
if(Gdx.input.isKeyPressed(Keys.D))
{
statek.x=statek.x+250*Gdx.graphics.getDeltaTime();
}
if(Gdx.input.isKeyPressed(Input.Keys.SPACE))
{
Pocisk pocisk=new Pocisk(Pocisktekstura); //Called in game render method so create number of Object
pocisk.strzal();
pociskList.add(pocisk);
}
}
@Override
public void dispose () {
//batch.dispose();
}
}
我会提醒您,您正在游戏
Pocisk
方法中创建render
对象,因此当您按下Keys.SPACE
时它会执行多次,因此创建了对象数。最好在keyDown
接口的InputProcessor
方法中创建对象。