LibGDX是一个基于OpenGL(ES)的开源跨平台Java游戏开发框架,适用于Windows,Linux,Mac OS X,Android,iOS和支持WebGL的浏览器。
如何在ClickListener(Libgdx)中触发keyDown()或keyUp()
我写了一个演示来测试按钮,但我有一个小问题。 keyDown 和 keyUp 不起作用。像这样的代码。 我创建了一个按钮加入阶段并将 ClickListener 添加到按钮,监听器正在工作...
运行 launchIOSDevice 时新项目出现 LibGDX iOS 错误
我试图更新旧的 LibGDX 游戏以使用各种第 3 方库的最新版本,但无法让它在设备上运行。我想我应该回到基础并创建一个新的 LibGDX
libgdx 在收集苹果时 sound.play() 时出现滞后
我正在做简单的 libgdx 游戏。当我使用 sound.play() 时,我有延迟(游戏停止 0. 5 秒) 编辑此错误在 android 4.0 上出现在 2.3 上,一切运行正常。 方法。我通过这段代码播放声音:...
我是 libgdx 的新手,而且我只使用了 2 周。我的问题是如何理解纹理加载的工作原理。 我设法使用 gdx.files.internal(player....
我设法在libgdx中使用box2d。但是,此处给出的示例代码仅适用于动态主体。我尝试使用它并且效果很好,但是当我将 Dynamic 更改为 KinematicBody 时,代码不...
项目:我正在制作一个简单的项目,我希望能够制作一个运动体并将其从 x 点移动到 y 点。似乎没有太多直接关于“创建运动体&qu...
我尝试玩一点灯光,但很快我就发现了我不理解的奇怪行为。谁能向我解释一下,为什么会发生这种情况,如果是故意的,或者我做错了什么......
我是 LibGDX 的新手,我试图了解如何使用相机和视口在屏幕的不同部分绘制图像。我正在尝试一个基于基础项目的非常简单的示例,但是我...
LibGDX 应用程序由于“无效填充”而无法加载 TTF 字体
我是 LibGDX 的新手,正在尝试制作一个非常简单的游戏。但我在使用 BitmapFont 时很快遇到了问题。在我的 Game 类中,我加载 BitmapFont,如下所示: 私有 SpriteBatch 批次; 私人比特玛...
使用Junit4基于libgdx/ECS进行游戏测试。如果一起执行测试会失败
长话短说:我正在使用 libgdx/ECS(实体组件系统)开发一个小游戏,现在多次遇到我更改代码的问题,然后其他一些行为不起作用
PulseAudio:无法连接:LibGDX 中的连接被拒绝
我在尝试设置 LibGDX 时在 IntelliJ 中遇到此错误。我正在运行 PopOS(基于 Ubuntu)。有什么帮助吗? ALSA lib ../../pulse/pulse.c:242:(pulse_connect) PulseAudio:无法连接:连接重新...
我在LibGdx中创建了一个项目。该程序可以在 Android Studio 模拟器和真实设备上启动并完美运行。当我尝试在 Google Play 上发布该应用程序时,Google 拒绝了......
我正在按照教程使用 java 中的 libgdx 库创建一个类似口袋妖怪的游戏。 由于动画上的 libgdx 更新,我一直坚持制作行走动画部分,所以动画...
我用BitmapFont在java中创建了一个字体 私有 BitmapFont 字体 = new BitmapFont(Gdx.files.internal("HARLOWSI.TTF")); 现在,我想改变字体的大小, 我尝试了方法字体。
您好,我在 libGdx 中遇到了闪烁纹理的问题。我到处都找过了,但找不到解决方案。 当我使用表演(舞台)方法更改对话框时,纹理只会闪烁...
TMX 地图未从 x = 0 开始。Android studio,
我正在尝试将地图移动到 x = 0。玩家在 x = 0 处正确生成,相机也是如此,但地图却没有。 这是地图 tmx (untitled.tmx): 我正在尝试将地图移动到 x = 0。玩家在 x = 0 处正确生成,相机也是如此,但地图却没有。 这是地图 tmx (untitled.tmx): <?xml version="1.0" encoding="UTF-8"?> <map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="128" height="32" tilewidth="32" tileheight="32" infinite="0" nextlayerid="5" nextobjectid="1"> <editorsettings> <export target="untitled.tmx" format="tmx"/> </editorsettings> <tileset firstgid="1" name="tileset" tilewidth="32" tileheight="32" tilecount="180" columns="18"> <image source="tileset.png" width="576" height="320"/> </tileset> <layer id="1" name="sky" width="128" height="32" offsetx="2.30303" offsety="1.09091"> <data encoding="csv"> 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private Player player; @Override public void create() { AssetManager assetManager = new AssetManager(); assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver())); assetManager.load("tilemap/untitled.tmx", TiledMap.class); assetManager.finishLoading(); tiledMap = assetManager.get("tilemap/untitled.tmx", TiledMap.class); int screenWidth = Gdx.graphics.getWidth(); int screenHeight = Gdx.graphics.getHeight(); camera = new OrthographicCamera(); camera.setToOrtho(false, screenWidth, screenHeight); camera.position.set(0, camera.viewportHeight / 2, 0); tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap, 1); MapVar mapVar = new MapVar(tiledMap); batch = new SpriteBatch(); player = new Player(0, screenHeight / 2); Gdx.input.setInputProcessor(new InputAdapter() { @Override public boolean touchDown(int screenX, int screenY, int pointer, int button){ player.jump(); return true; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return true; } }); } public void update() { updateCamera(); player.checkGroundCollision(); } private void updateCamera() { if(camera.position.x < MapVar.getMapWidthInPixels() - camera.viewportWidth / 2) camera.position.x +=2; camera.update(); } @Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); player.update(Gdx.graphics.getDeltaTime()); update(); tiledMapRenderer.setView(camera); tiledMapRenderer.render(); batch.begin(); batch.draw(player.getPlayerTextureRegion(), player.getPosition().x, player.getPosition().y); batch.end(); } @Override public void dispose() { tiledMap.dispose(); batch.dispose(); } } 这是 Player 类: public class Player { private final Vector2 position; private final Vector2 velocity; private boolean canMove; private final Animation<TextureRegion> playerAnimation; private float stateTime; private static final float JUMP_VELOCITY = 10 * 50; // Adjust the jump velocity as needed private static final float JUMP_DURATION = 0.5f; // Duration of the jump in seconds private static final float GRAVITY = -5500; // Adjust the gravity value as needed private boolean isJumping; private float jumpTime; public Player(int x, int y) { Texture playerSheet = new Texture(Gdx.files.internal("spritesheet/run2.png")); int spriteColumns = 8; int spriteRows = 1; TextureRegion[][] playerFrames = TextureRegion.split(playerSheet, playerSheet.getWidth() / spriteColumns, playerSheet.getHeight() / spriteRows); Array<TextureRegion> frames = new Array<>(); for (int i = 0; i < spriteRows; i++) { for (int j = 0; j < spriteColumns; j++) { frames.add(playerFrames[i][j]); } } playerAnimation = new Animation<>(0.1F, frames); playerAnimation.setPlayMode(Animation.PlayMode.LOOP); position = new Vector2(x, y); velocity = new Vector2(); canMove = true; stateTime = 0; isJumping = false; jumpTime = 0; } public TextureRegion getPlayerTextureRegion() { return playerAnimation.getKeyFrame(stateTime); } public void jump() { if (!isJumping) { velocity.y = JUMP_VELOCITY; isJumping = true; jumpTime = 0; } } public void applyGravity(float deltaTime) { velocity.y += GRAVITY * deltaTime; } public void update(float deltaTime) { if (isJumping) { jumpTime += deltaTime; if (jumpTime >= JUMP_DURATION) { isJumping = false; velocity.y = 0; } } if (canMove && position.x <= MapVar.getMapWidthInPixels()) { float tileSize = MapVar.getTileWidthInPixels(); float tilesPerSecondX = 5; velocity.x = tileSize * tilesPerSecondX; position.x += velocity.x * deltaTime; position.y += velocity.y * deltaTime; } stateTime += deltaTime; } public void checkGroundCollision() { int playerTileX = (int) (Math.ceil(position.x) / MapVar.getTileWidthInPixels()); int playerTileY = (int)Math.ceil(position.y / MapVar.getTileHeightInPixels()); int tileBelowValue = MapVar.getTileValue(playerTileX -2, playerTileY, "ground"); if (tileBelowValue == 2) { position.y = (playerTileY + 1) * MapVar.getTileHeightInPixels(); setJumping(false); } else if (tileBelowValue == 20) { position.y = (playerTileY + 2) * MapVar.getTileHeightInPixels(); setJumping(false); } else if(tileBelowValue == 0){ applyGravity(Gdx.graphics.getDeltaTime()); } } public void move(float deltaX, float deltaY) { if(canMove){ position.x += deltaX; position.y += deltaY; } } public Vector2 getPosition() { return position; } public void setPosition(int x, int y) { position.x = x; position.y = y; } public void setVelocity(float x, float y) { velocity.set(x, y); } public boolean canMove() { return canMove; } public void setCanMove(boolean canMove) { this.canMove = canMove; } public boolean isJumping() { return isJumping; } public void setJumping(boolean jumping) { isJumping = jumping; } } 我不知道该怎么办了。请帮我解决它,我将非常感激! 你的初始相机位置x是这样的 camera.position.set(0, camera.viewportHeight / 2, 0); 然后你用更新tileMapRenderer tiledMapRenderer.setView(camera); 就 OrthogonalTileMapRenderer 而言,这会将相机的中心(即您看到的屏幕中心)设置为tileMap 坐标系的x=0。因此,tileMap 的位置 x=0(地图的左侧)呈现在屏幕的中心。相机看着 x=0。我的意思是相机查看坐标居中,您没有根据视口的左下点指定相机坐标。
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