This code makes image Border flicker(Flash) while moving left,right,down or up. Why image border flash wile moving even if I use Screen class render() method delta value. package com.me.mygdxgame; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.InputProcessor; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Vector3; public class MoveSpriteExample extends GdxTest implements InputProcessor { Texture texture; SpriteBatch batch; OrthographicCamera camera; Vector3 spritePosition = new Vector3(); Sprite sprite; public void resize (int width, int height) { } public void create() { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/grasswall.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(texture); sprite.setSize(32, 32); spritePosition.y=100; sprite.setPosition(spritePosition.x,spritePosition.x); lastUpdateTime = System.nanoTime(); } public void Update(float Delta) { if (Gdx.input.isKeyPressed(Keys.D)==true) { spritePosition.x += 150*(Delta / 1000000000.0); }else if (Gdx.input.isKeyPressed( Keys.A)==true) { spritePosition.x -= 150*(Delta / 1000000000.0); } else if (Gdx.input.isKeyPressed( Keys.Z)==true) { spritePosition.y -= 150*(Delta / 1000000000.0); } else if (Gdx.input.isKeyPressed( Keys.W)==true) { spritePosition.y += 150*(Delta / 1000000000.0); } } float lastUpdateTime; float currentTime; public void render() { currentTime = System.nanoTime(); Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); Update(currentTime - lastUpdateTime); sprite.setPosition(spritePosition.x,spritePosition.y); batch.setProjectionMatrix(camera.combined); batch.begin(); sprite.draw(batch); batch.end(); lastUpdateTime = currentTime; } }pls provide code with sample 解决方案 As i said in the last post of you, you should take a look at the Tutorial!First of all you do not need to calculate the delta time yourself. I already postet how you get it in the last post for you.Ill give you a super short example with a moving sprite without flickering.At first here is the ApplicationListener. (not a GDXtest)public class MainClass implements ApplicationListener { private Screen currentScreen = null; @Override public void create() { Texture.setEnforcePotImages(false); this.currentScreen = new TestScreen(); } @Override public void dispose() { this.currentScreen.dispose(); } @Override public void render() { this.currentScreen.render(Gdx.graphics.getDeltaTime()); } @Override public void resize(int width, int height) { this.currentScreen.resize(width, height); } @Override public void pause() { this.currentScreen.pause(); } @Override public void resume() { this.currentScreen.resume(); ; }}It's preaty simple and as you can see it does call the render of the screen automatically with the delta time! this.currentScreen.render(Gdx.graphics.getDeltaTime()).The next thing you need is a simple Screen. So something that does implement the Screeninterface. Id really recommand that you use a Scene2D setup with a stage. But here is an example without.public class TestScreen implements Screen { private Sprite mySprite; private SpriteBatch batch = new SpriteBatch(); public TestScreen() { this.mySprite = new Sprite(new Texture( Gdx.files.internal("data/appicon.png"))); this.mySprite.setPosition(50f, 50f); } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); this.update(delta); this.batch.begin(); this.mySprite.draw(batch); this.batch.end(); } public void update(float delta) { if (Gdx.input.isKeyPressed(Keys.D) == true) { mySprite.setX(mySprite.getX() + 150 * delta); } else if (Gdx.input.isKeyPressed(Keys.A) == true) { mySprite.setX(mySprite.getX() - 150 * delta); } else if (Gdx.input.isKeyPressed(Keys.Z) == true) { mySprite.setY(mySprite.getY() - 150 * delta); } else if (Gdx.input.isKeyPressed(Keys.W) == true) { mySprite.setY(mySprite.getY() + 150 * delta); } } @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() { }}Regardas and do take a look at the tutorial. (Here is again the beginning of it) 这篇关于移动libgdx时精灵闪烁的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持! 上岸,阿里云! 07-17 21:39