如何取消绑定更新向量到精灵?我正在使用 Libgdx 框架。这是我的代码
public class VectorSample extends GDX_TEST implements InputProcessor {
Texture ball,bullet,guider;
OrthographicCamera camera;
Vector2 vector = new Vector2();
Vector2 vectoralt = new Vector2();
long lastDropTime;
SpriteBatch batch;
Rectangle rect = new Rectangle();
float angle = 0,anglealt = 0;
private ShapeRenderer renderer;
TextureRegion tr;
Sprite sprite,sprite2;
ShapeRenderer sr;
Ship ship;
BallShit shit;
Vector2 nvec;
protected Vector2 center = new Vector2();
Array<Vector2> bullets;
Array<Rectangle> bulletsRect;
Boolean fire = false;
Rectangle tmpRect = new Rectangle();
@Override
public void create() {
renderer = new ShapeRenderer();
ball = new Texture(Gdx.files.internal("data/player.png"));
bullet = new Texture("data/ball_black.png");
tr = new TextureRegion(ball);
camera = new OrthographicCamera();
camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
ship = new Ship(new Vector2(5, 50), 1, 1, 0, 5f);
sr = new ShapeRenderer();
batch = new SpriteBatch();
Gdx.input.setInputProcessor(this);
rect.width = ball.getWidth();
rect.height = ball.getHeight();
vector.add(200,200);
sprite = new Sprite(ball);
vectoralt.add(200 + sprite.getWidth(),200);
shit = new BallShit(new Vector2(10,0),50f,50f);
bullets = new Array<Vector2>();
getCenter();
bulletsRect = new Array<Rectangle>();
fireatwill2();
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
{
batch.draw(sprite,vector.x,vector.y,sprite.getWidth()/2,sprite.getHeight()/2,sprite.getWidth(),sprite.getHeight(),1,1,angle);
if(fire == true){
for(Rectangle raindrop: bulletsRect) {
batch.draw(bullet,raindrop.x,raindrop.y);
}
}
}
batch.end();
if(Gdx.input.isKeyPressed(Input.Keys.D)){
vector.add(1,0);
if(vector.x > Gdx.graphics.getWidth()){
Gdx.app.log("x","x");
}
}
if(Gdx.input.isKeyPressed(Input.Keys.A)){
vector.add(-1,0);
if(vector.x < 0){
Gdx.app.log("x","-x");
}
}
float w = camera.frustum.planePoints[1].x - camera.frustum.planePoints[0].x;
float distance = w - (vector.x + sprite.getWidth());
if(distance <=0){
vector.x = w - sprite.getWidth();
}
Gdx.app.log("camera x" , " " + distance);
if(distance >= Gdx.graphics.getWidth() - sprite.getWidth()) {
vector.x = 0;
}
if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)){
fire = true;
if(TimeUtils.nanoTime() - lastDropTime > 100000000) fireatwill2();
}
Iterator<Rectangle> iter = bulletsRect.iterator();
while(iter.hasNext()) {
Rectangle raindrop = iter.next();
double angletry = getAngle() * MathUtils.degreesToRadians;
float speed = 5;
float scale_x = (float)Math.cos(angletry);
float scale_y = (float)Math.sin(angletry);
float velocity_x = (speed* scale_x);
float velocity_y = (speed* scale_y);
raindrop.x += velocity_x;
raindrop.y += velocity_y;
if(raindrop.y < 0) iter.remove();
if(raindrop.y > Gdx.graphics.getHeight() || raindrop.x > Gdx.graphics.getWidth()) iter.remove();
}
//getting the angle
float angle = findAngle(Gdx.input.getX(),
Gdx.graphics.getHeight() - Gdx.input.getY());
this.angle = angle % 360;
}
private float getAngle(){
float angle = findAngle(Gdx.input.getX(),
Gdx.graphics.getHeight() - Gdx.input.getY());
return angle;
}
private void fireatwill2() {
Rectangle raindrop = new Rectangle();
raindrop.x = vector.x + sprite.getWidth() / 2 - (bullet.getWidth() / 2);
raindrop.y = vector.y + sprite.getHeight() / 2 - (bullet.getHeight() / 2);
bulletsRect.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
public Vector2 getCenter() {
center.x = vector.x + sprite.getWidth() / 2;
center.y = vector.y + sprite.getHeight() / 2;
return center.cpy();
}
@Override
public void pause() {
super.pause(); //To change body of overridden methods use File | Settings | File Templates.
}
@Override
public void resume() {
super.resume(); //To change body of overridden methods use File | Settings | File Templates.
}
public float findAngle(float x1, float y1) {
Vector2 center = getCenter();
float x0 = center.x;
float y0 = center.y;
float a = MathUtils.atan2(y1 - y0, x1 - x0);
return a * MathUtils.radiansToDegrees;
}
}
我不能很好地解释它,但如果你能运行演示,你就会明白我在说什么。
我真的被困在这里..谢谢。