2017-09-05 27 views
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我一直有一些麻煩,使玩家通過相機被摧毀。在我的應用程序中,我讓相機跟隨玩家(球)。但相機只能跟隨球向上。所以我想要完成的是,當玩家(球)到達界面底部(屏幕)時,它會被破壞。如果新的活動(新屏幕)彈出,說「遊戲結束」,它被破壞後會很好。非常感謝大力支持。請大家看看interface of the application.物體如何通過攝像機視線被破壞?

package com.luca.tuninga; 

import com.badlogic.gdx.ApplicationAdapter; 
import com.badlogic.gdx.Gdx; 
import com.badlogic.gdx.graphics.GL20; 
import com.badlogic.gdx.graphics.Texture; 
import com.badlogic.gdx.graphics.OrthographicCamera; 
import com.badlogic.gdx.Input; 
import com.badlogic.gdx.math.MathUtils; 
import com.badlogic.gdx.math.Vector2; 
import com.badlogic.gdx.physics.box2d.World; 
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; 
import com.badlogic.gdx.physics.box2d.Body; 
import com.badlogic.gdx.physics.box2d.BodyDef; 
import com.badlogic.gdx.physics.box2d.CircleShape; 
import com.badlogic.gdx.physics.box2d.PolygonShape; 
import com.badlogic.gdx.utils.viewport.Viewport; 


public class MyGdxGame extends ApplicationAdapter { 


public static float APP_FPS = 60f; 
public static int V_WIDTH = 480; 
public static int V_HEIGHT = 640; 


Box2DDebugRenderer b2dr; 
World world; 
Body ballBody; 

OrthographicCamera camera; 

float cameraMaxY; 





@Override 
public void create() { 
    world = new World(new Vector2(0, -9.8f), false); 
    b2dr = new Box2DDebugRenderer(); 


    camera = new OrthographicCamera(); 
    camera.setToOrtho(false, V_WIDTH, V_HEIGHT); 
    cameraMaxY = camera.position.y; 



    ballBody = createBall(); 
    createWalls(); 
} 

private void update() { 
    world.step(1f/APP_FPS, 6, 2); 

    if (Gdx.input.isTouched()) { 
     ballBody.setLinearVelocity(0, MathUtils.clamp(ballBody.getLinearVelocity().y, 0, 3)); 
     ballBody.applyForceToCenter(new Vector2(0, 650f), false); 
    } 

    if (ballBody.getPosition().y * 32 > cameraMaxY) { 
     camera.translate(0, (ballBody.getPosition().y * 32) - cameraMaxY); 
     camera.update(); 

     cameraMaxY = camera.position.y; 
    } 

} 

@Override 
public void render() { 
    Gdx.gl.glClearColor(.25f, .25f, .25f, 1); 
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); 

    update(); 

    b2dr.render(world, camera.combined.cpy().scl(32f)); 
} 

@Override 
public void dispose() { 
    super.dispose(); 
    world.dispose(); 
} 

private Body createBall() { 
    Body body; 
    BodyDef def = new BodyDef(); 
    def.type = BodyDef.BodyType.DynamicBody; 
    def.fixedRotation = true; 
    def.position.set(camera.position.x/ 32 + .5f, camera.position.y/ 32); 
    def.position.set(camera.position.x, camera.position.y); 
    def.gravityScale = 3; 
    CircleShape shape = new CircleShape(); 
    shape.setRadius(0.5f); 

    body = world.createBody(def); 
    body.createFixture(shape, 1.0f); 
    return body; 

} 

private void createWalls() { 
    Body body; 
    BodyDef def = new BodyDef(); 
    def.type = BodyDef.BodyType.StaticBody; 
    def.fixedRotation = true; 

    PolygonShape shape = new PolygonShape(); 
    shape.setAsBox(1, 200/32); 
    for(int i = 0; i < 20 ; i++) { 
     def.position.set(1.01f, i * (200/32)); 
     body = world.createBody(def); 
     body.createFixture(shape, 1.0f); 

     def.position.set(V_WIDTH/32 - 1, i * (200/32)); 
     body = world.createBody(def); 
     body.createFixture(shape, 1.0f); 
    } 
} 

} 
+0

你爲什麼要轉發同一個問題? –

+0

我再次發佈相同的問題,因爲上次答案很好,但是有一個錯誤,所以我不能退出找出我應該做的事情。 – Luca

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沒關係。您不會重複發佈重複的問題。如果你想澄清,評論。 –

回答

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@Override 
public void render() { 
    Gdx.gl.glClearColor(.25f, .25f, .25f, 1); 
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); 

    if (ballBody.getPosition().y < camera.position.y){ 
     destroyBall(); 
    } else if (ballBody.getPosition().y > camera.position.y + 300){ 
     camera.position.set(ballBody.getPosition().y - 300); 
    } 

    update(); 

    b2dr.render(world, camera.combined.cpy().scl(32f)); 
} 

我希望這個作品。你可以自己寫destroyBall()方法。

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謝謝,它確實有效。但我應該問你怎麼寫destroyBall方法,因爲我的方式並不總是工作。 – Luca