所以我有以下演员:
package com.asteroids.actors;
import com.asteroids.screens.AbstractScreen;
import com.asteroids.utility.FireworkParticleEffect;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.ParticleEffect;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
public class Meteorites extends Image {
public Rectangle meteorRect;
public Vector2 position;
public float speed;
private float rotation = 300;
private ParticleEffect meteorTrailEffect;
private FireworkParticleEffect explodeMeteoriteEffect;
private Meteorites(AtlasRegion region) {
super(region);
position = new Vector2();
meteorRect = new Rectangle(getX(), getY(), getWidth(), getHeight());
meteorTrailEffect = new ParticleEffect();
meteorTrailEffect.load(Gdx.files.internal("data/comet_fire"),
Gdx.files.internal("data"));
explodeMeteoriteEffect = new FireworkParticleEffect();
explodeMeteoriteEffect.load(Gdx.files.internal("data/firework"));
setOrigin(getWidth() / 2, getHeight() / 2);
addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
explodeMeteoriteEffect.setPosition(position.x, position.y);
explodeMeteoriteEffect.start();
remove();
return false;
}
});
}
/**
* Factory method to create a {@link Meteorites}.
*/
public static Meteorites create(TextureAtlas textureAtlas) {
AtlasRegion planetRegion = textureAtlas.findRegion("meteorite");
return new Meteorites(planetRegion);
}
@Override
public void act(float delta) {
super.act(delta);
float x = AbstractScreen.GAME_VIEWPORT_WIDTH / 2 - position.x;
float y = AbstractScreen.GAME_VIEWPORT_HEIGHT / 2 - position.y;
double dx = x / Math.sqrt(Math.pow(x, 2) + Math.pow(-y, 2));
double dy = -y / Math.sqrt(Math.pow(x, 2) + Math.pow(-y, 2));
position.x = (float) (position.x + dx * speed * delta);
position.y = (float) (position.y - dy * speed * delta);
setX(position.x - (getWidth() / 2));
setY(position.y - (getHeight() / 2));
meteorRect.setX(position.x - (getWidth() / 2));
meteorRect.setY(position.y - (getHeight() / 2));
meteorTrailEffect.setPosition(position.x, position.y);
rotate(rotation * delta);
}
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
meteorTrailEffect.draw(batch, Gdx.graphics.getDeltaTime());
explodeMeteoriteEffect.draw(batch, Gdx.graphics.getDeltaTime());
super.draw(batch, parentAlpha);
}
}
当演员被触摸时,我开始自定义粒子效果:
addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
explodeMeteoriteEffect.setPosition(position.x, position.y);
explodeMeteoriteEffect.start();
remove();
return false;
}
});
问题explodeMeteoriteEffect.start()
在这里不起作用,有趣的是,如果我将explodeMeteoriteEffect.start()
侦听器放在构造函数之外,它确实起作用。