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我試圖讓子彈在每次觸摸屏幕時射出太空船精靈,但子彈精靈正好從屏幕的左角移開。請幫助子彈不在我的太空船精靈旁邊拍攝(LIbgdx)
子彈類
public class Bullet {
public Vector2 bulletLocation = new Vector2(0,0);
public Vector2 bulletVelocity = new Vector2(0,0);
public Bullet(Vector2 sentLocation,Vector2 sentVelocity){
bulletLocation = new Vector2(sentLocation.x,sentLocation.y);
bulletVelocity = new Vector2(sentVelocity.x,sentVelocity.y);
}
public void Update(){
bulletLocation.x+=bulletVelocity.x;
bulletLocation.y+= bulletVelocity.y;
}
}
主類
public class MyGdxGame extends ApplicationAdapter implements ApplicationListener,InputProcessor {
SpriteBatch batch;
private Sprite spriteLeftButton;
private Sprite spriteRightButton;
private Sprite spaceShip;
private Texture buttonTexture;
private OrthographicCamera camera;
private Rectangle leftButton, rightButton, spaceshipr;
private TextureRegion region;
private Sprite spriteBullet;
private Array<Rectangle> raindrops;
private long lastDropTime;
private Rectangle raindrop;
private Rectangle camSize;
Vector2 shipLocation = new Vector2(0, 0);
Vector2 cursorLocation = new Vector2(0, 0);
float screenWidth = 0;
float screenHeight = 0;
Bullet testBullet = new Bullet(shipLocation, new Vector2(10, 0));
ArrayList<Bullet> bulletManager = new ArrayList<Bullet>();
@Override
public void create() {
//gets screen dimensions
screenWidth = Gdx.graphics.getWidth();
screenHeight = Gdx.graphics.getHeight();
raindrops = new Array<Rectangle>();
raindrop = new Rectangle();
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
batch = new SpriteBatch();
buttonTexture = new Texture(Gdx.files.internal("pics/idf_frigate_tut_06.jpg"));
spaceShip = new Sprite(buttonTexture);
spaceShip.setPosition(300, 300);
spaceshipr = new Rectangle();
spaceshipr.x = 300/2 - 64/2;
spaceshipr.y = 20;
spaceshipr.width = 64;
spaceshipr.height = 64;
buttonTexture = new Texture(Gdx.files.internal("pics/bullet.jpg"));
spriteBullet = new Sprite(buttonTexture);
//try buttonTexture
Gdx.input.setInputProcessor(this);
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(spaceShip, spaceshipr.x, spaceshipr.y);
if(Gdx.input.isTouched()){
batch.draw(spriteBullet, spaceshipr.x,spaceshipr.y);
int counter = 0;
while (counter < bulletManager.size()) {
Bullet currentBullet = bulletManager.get(counter);
currentBullet.Update();
batch.draw(spriteBullet, currentBullet.bulletLocation.x,currentBullet.bulletLocation.y);
counter++;
}
}
batch.end();
}
@Override
public boolean keyDown(int keycode) {
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
if (Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
spaceshipr.x = touchPos.x - 64;
spaceshipr.y = touchPos.y - 64;
raindrop.x = touchPos.x + 50;
raindrop.y = touchPos.y + 50;
Bullet myBullet = new Bullet(shipLocation, new Vector2(0,10));
bulletManager.add(myBullet);
}
return true;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
if(Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
spaceshipr.x = touchPos.x - 64;
spaceshipr.y = touchPos.y - 64;
}
}
}
你的問題解決了嗎?如果是,請將答案標記爲已接受。 – vojta