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我的角色是一个演员,当我将它向左或向右移动时,我给了他一个 moveTo 动作,依此类推。
和确实工作正常LEFTUP我可以看到,因为我的调试模式向我显示了 MapArray 中字符的当前位置。(绘制矩形的颜色)
如果我打电话给它DOWNRIGHT它确实会走路UP,或者LEFT但我确信我的方向是正确的。如果我点击右,他会走上去,如果我点击下,他也会走上去!
我希望你能告诉我为什么他们走错了方向!

这是我将动作设置为演员的移动方法:

private void move(Status direction) {
    switch (direction) {
    case LEFT:
        this.clearActions();
        this.addAction(Actions.sequence(
                Actions.moveTo((getX() - Config.BLOCK_SIZE), getY(), speed),
                new RunnableAction() { //to know when hes done to get the next move
                    public void run() {
                        moveDone = true;
                    }
                }));
        break;
    case RIGHT:
        this.clearActions();
        this.addAction(Actions.sequence(
                Actions.moveTo((getX() + Config.BLOCK_SIZE), getY(), speed),
                new RunnableAction() {
                    public void run() {
                        moveDone = true;
                    }
                }));
    case DOWN:
        this.clearActions();
        this.addAction(Actions.sequence(
                Actions.moveTo(getX(), (getY() - Config.BLOCK_SIZE), speed),
                new RunnableAction() {
                    public void run() {
                        moveDone = true;
                    }
                }));
    case UP:
        this.clearActions();
        this.addAction(Actions.sequence(
                Actions.moveTo(getX(), (getY() + Config.BLOCK_SIZE), speed),
                new RunnableAction() {
                    public void run() {
                        moveDone = true;
                    }
                }));
    default:
        break;
    }
}


这就是我所说的。我希望我发布更多“长”代码可以!它或多或少只是设置正确的位置。

    @Override
        public void act(float delta) {
            super.act(delta);
            if (moveDone) {
                if (screen.pad.isTouched()) {
                    // check in which direction is the touchcontroller
                    if (screen.pad.getKnobPercentX() < 0
                            && Math.abs(screen.pad.getKnobPercentY()) < Math
                                    .abs(screen.pad.getKnobPercentX())) {
                        // checkt if the |x|>|y|
                        if (checkNextMove(Status.LEFT)) {
                            this.status = Status.LEFT;
                            move(Status.LEFT);
                            this.screen.map.mapArray[(int) (this.mapPos.x)][(int) this.mapPos.y] = Config.EMPTYPOSITION;
                            this.screen.map.mapArray[(int) (this.mapPos.x - 1)][(int) this.mapPos.y] = Config.CHARSTATE;
                            this.mapPos.x--;
                            moveDone = false;
                        }
                    } else if (screen.pad.getKnobPercentX() > 0
                            && Math.abs(screen.pad.getKnobPercentY()) < Math
                                    .abs(screen.pad.getKnobPercentX())) {

                        if (checkNextMove(Status.RIGHT)) {
                            move(Status.RIGHT);
                                                    this.status = Status.RIGHT;
                            this.screen.map.mapArray[(int) (this.mapPos.x)][(int) this.mapPos.y] = Config.EMPTYPOSITION;
                            this.screen.map.mapArray[(int) (this.mapPos.x + 1)][(int) this.mapPos.y] = Config.CHARSTATE;
                            this.mapPos.x++;
                            moveDone = false;
                        }
                    } else if (screen.pad.getKnobPercentY() > 0) {
                        if (checkNextMove(Status.DOWN)) {
                            this.status = Status.DOWN;
                            move(Status.DOWN);
                            this.screen.map.mapArray[(int) (this.mapPos.x)][(int) this.mapPos.y] = Config.EMPTYPOSITION;
                            this.screen.map.mapArray[(int) (this.mapPos.x)][(int) this.mapPos.y + 1] = Config.CHARSTATE;
                            this.mapPos.y++;
                            moveDone = false;
                        }
                    } else {
                        if (checkNextMove(Status.UP)) {
                            this.status = Status.UP;
                            move(Status.UP);
                            this.screen.map.mapArray[(int) (this.mapPos.x)][(int) this.mapPos.y] = Config.EMPTYPOSITION;
                            this.screen.map.mapArray[(int) (this.mapPos.x)][(int) this.mapPos.y - 1] = Config.CHARSTATE;
                            this.mapPos.y--;
                            moveDone = false;
                        }
                    }
                } else {
                    setIdle();
                }
            } 
            // methode from the absctract to change sprites
            updateSprite(delta);
        }

这是一张图片,如果我走对了,它的样子。他站在绿地的左边,现在在右边的地里。但图片不存在。
正确的举动

这里是char的绘制:

@Override
    public void draw(SpriteBatch batch, float parentAlpha) {
        sprite.setPosition(this.getX(), this.getY());
        sprite.draw(batch);
    }

我真的不明白错误在哪里。希望你能帮忙!

4

1 回答 1

1

您忘记在 RIGHT、UP 和 DOWN 案例中添加中断..

private void move(Status direction) {
switch (direction) {
case LEFT:
    this.clearActions();
    this.addAction(Actions.sequence(
            Actions.moveTo((getX() - Config.BLOCK_SIZE), getY(), speed),
            new RunnableAction() { //to know when hes done to get the next move
                public void run() {
                    moveDone = true;
                }
            }));
    break;
case RIGHT:
    this.clearActions();
    this.addAction(Actions.sequence(
            Actions.moveTo((getX() + Config.BLOCK_SIZE), getY(), speed),
            new RunnableAction() {
                public void run() {
                    moveDone = true;
                }
            }));
     break;
case DOWN:
    this.clearActions();
    this.addAction(Actions.sequence(
            Actions.moveTo(getX(), (getY() - Config.BLOCK_SIZE), speed),
            new RunnableAction() {
                public void run() {
                    moveDone = true;
                }
            }));
     break;
case UP:
    this.clearActions();
    this.addAction(Actions.sequence(
            Actions.moveTo(getX(), (getY() + Config.BLOCK_SIZE), speed),
            new RunnableAction() {
                public void run() {
                    moveDone = true;
                }
            }));
     break;
default:
    break;
}

}

于 2013-04-14T13:56:19.630 回答