2017-08-31 57 views
0

我一直在製作遊戲時遇到一些麻煩。 每次運行應用程序時,控制檯都會在手機的錯誤位置呈現圖像。這意味着牆壁,球和力量應該垂直。但是,它呈現爲水平(在電話環境中)。請幫助解決這個問題。 非常感謝。製作遊戲時遇到問題(相機)

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.graphics.glutils.ShapeRenderer; 
import com.badlogic.gdx.math.MathUtils; 
import com.badlogic.gdx.math.Vector2; 
import com.badlogic.gdx.physics.box2d.*; 

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.gravityScale = 3; 
    CircleShape shape = new CircleShape(); 
    shape.setRadius(.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

非常感謝,現在它可以工作。 – Luca

回答

0

我不知道如果我理解你的問題的權利,但手機(iOS和Android),你需要手動分配的方向。在AndroidManifest.xml中查找方向並將其分配到橫向。

例子:

<activity 
      android:screenOrientation="landscape" 
</activity> 
0

記住調用它的其他方法後直接調用camera.update();。理想情況下,在每一幀更新相機。