libgdx获得2d游戏的屏幕宽度和高度

时间:2014-03-10 22:35:51

标签: libgdx

我几乎没有开始开发安卓游戏。我正在尝试为我的精灵制作动画,我已经成功完成了,但现在我通过按钮绘制所以我可以开始让我的玩家移动,他们不应该在他们应该的时候处于正确的位置。谁能帮助我? 它在桌面版中看起来很棒,但在我的Android手机上却没有。

这是我的主要类的代码。

package com.Adventcloud.RealGame;

public class RealGame implements ApplicationListener {
  private OrthographicCamera camera;
private SpriteBatch batch;
//private Texture background;
private AnimatedSprite playerAnimated;

//Buttons
public static Texture leftButton;
public static Texture rightButton;
public static Texture shootButton;
public static Texture jumpButton;


@Override
public void create() {      
    int width = Gdx.graphics.getWidth();
    int height = Gdx.graphics.getHeight();

    Texture.setEnforcePotImages(false);

    camera = new OrthographicCamera();
    camera.setToOrtho(false, 1280, 720);

    leftButton = new Texture(Gdx.files.internal("leftButton.png")); 
    rightButton = new Texture(Gdx.files.internal("rightButton.png"));
    shootButton = new Texture(Gdx.files.internal("shootButton.png"));   
    jumpButton = new Texture(Gdx.files.internal("jumpButton.png"));

    batch = new SpriteBatch();

    //background = new Texture(Gdx.files.internal(""));
    Texture spaceshipTexture = new Texture(Gdx.files.internal("spritesheet.png"));
    Sprite playerSprite = new Sprite(spaceshipTexture);
    playerAnimated = new AnimatedSprite(playerSprite);
    playerAnimated.setPosition(1280/2, 0);
}

@Override
public void dispose() {
    batch.dispose();
}

@Override
public void render() {      
    Gdx.gl.glClearColor(0.95f, 0.95f, 0.95f, 0.95f);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    batch.setProjectionMatrix(camera.combined);
    batch.begin();
        //batch.draw(background, 0, 0);
        playerAnimated.draw(batch);
        batch.draw(leftButton, 0, 0, Gdx.graphics.getWidth()/4, Gdx.graphics.getHeight()/6);
        batch.draw(rightButton, Gdx.graphics.getWidth()/4, 0, Gdx.graphics.getWidth()/4, Gdx.graphics.getHeight()/6);
        batch.draw(shootButton, (Gdx.graphics.getWidth()/4)*2, 0, Gdx.graphics.getWidth()/4, Gdx.graphics.getHeight()/6);
        batch.draw(jumpButton, (Gdx.graphics.getWidth()/4)*3, 0, Gdx.graphics.getWidth()/4, Gdx.graphics.getHeight()/6);
    batch.end();
}

@Override
public void resize(int width, int height) {
}

@Override
public void pause() {
}

@Override
public void resume() {
}
}

这是我的动画精灵的代码

package com.Adventcloud.RealGame;

public class AnimatedSprite {
private static final int FRAME_COLS = 16;
private static final int FRAME_ROWS = 16;

private static final int IDLE_COLS = 4;
private static final int IDLE_ROWS = 1;

private Sprite sprite;
private Animation animation;
private TextureRegion[] frames;
private TextureRegion currentFrame;

private float stateTime;

public AnimatedSprite(Sprite sprite){
    this.sprite = sprite;
    Texture texture = sprite.getTexture();
    TextureRegion[][] temp = TextureRegion.split(texture, texture.getWidth() / FRAME_COLS, texture.getHeight() / FRAME_ROWS);
    frames = new TextureRegion[IDLE_COLS * IDLE_ROWS];
    //Animation for idling ======================================
    int index = 0;
    for (int i = 0; i < IDLE_ROWS; i++) {
        for (int j = 1; j <= IDLE_COLS; j++) {
            frames[index++] = temp[i][j];
        }
    }
    animation = new Animation(0.2f, frames);
    stateTime = 0f;
    //end of idle animation ====================================
}

public void draw(SpriteBatch spriteBatch) {
    stateTime += Gdx.graphics.getDeltaTime();
    //continue to keep looping
    currentFrame = animation.getKeyFrame(stateTime, true);

    spriteBatch.draw(currentFrame,  sprite.getX() - 32, sprite.getY() + 128, 128, 128);
}

public void setPosition(float x, float y){
    float widthOffset = sprite.getWidth() / FRAME_COLS;
    sprite.setPosition(x- widthOffset / 2, y);
}
}

1 个答案:

答案 0 :(得分:3)

这实际上是相机的制作(至少有一件事)。您可以使用自定义视口,它将按比例放大以适合屏幕/窗口。 例如,如果你想要一个16/9的宽高比,你的屏幕应该是80“worldunits”(可能是米?)宽,那么使用80宽度和45高度的视口。 所以使用camera = new OrthographicCamera(80, 45); 这样可以创建一个宽度为80个单位,高度为45个,中间为P(0,0)的摄像机。 通过执行此操作Texture120px宽,20px屏幕1600*900px10px10px800*450px屏幕上显示SpriteBatch。 在坐标P(0,0)处绘制一个对象,在屏幕中间绘制其左下角,在P(-40,0)处绘制,在左边界绘制它。 别忘了告诉spriteBatch.setProjectionMatrix(camera.combined); 使用这台相机:

camera.translate(deltaX, deltaY);

要移动相机,请使用camera.update() 如果您移动相机或旋转相机或执行其他操作,更改其矩阵的内容不要忘记拨打{{1}}。

现在你可以计算“worldunits”中的所有内容,它将按比例放大以适应屏幕。 希望我能帮忙