2

我希望在精灵单元上创建一种战争迷雾风格的效果,并被告知 scissorstack 可以完成这项工作,但我无法弄清楚我做错了什么......

我设置了典型的 libgdx。我为每个游戏角色开设了一门课。我想通过配置每个班级来控制每个单元的“距离”。所以说我想要拥有战争迷雾 5 的 MainPlayer,但是一个 Pawn 单位在该单位所在的图块周围有 1 个空间的战争迷雾。

我已经加载了精灵,tmx 地图和碰撞检测工作正常。现在我只是不知道应该将 scissorstack 代码放在 Player 类中的哪个位置/如何让它工作。我还想知道雾周围可见瓷砖的坐标...

public class Player extends Sprite implements InputProcessor{
private Vector2 velocity = new Vector2();

public Player(Sprite sprite, TiledMapTileLayer collision layer){
super(sprite);
this.collisionLayer=collisionLayer;
}

public void draw(SpriteBatch spriteBatch){
update(Gdx.graphics.getDeltaTime());
super.draw(spriteBatch);
}

public Vector2 getVelocity() {
        return velocity;
    }

    public void setVelocity(Vector2 velocity) {
        this.velocity = velocity;
    }

    public float getSpeed() {
        return speed;
    }

    public void setSpeed(float speed) {
        this.speed = speed;
    }

    public float getGravity() {
        return gravity;
    }

    public void setGravity(float gravity) {
        this.gravity = gravity;
    }

    public TiledMapTileLayer getCollisionLayer() {
        return collisionLayer;
    }

    public void setCollisionLayer(TiledMapTileLayer collisionLayer) {
        this.collisionLayer = collisionLayer;
    }


    public boolean keyDown(int keycode){
        switch(keycode){
        case Keys.W:

            setY(getY()+1*50);//velocity.x=speed;
            break;
        case Keys.A:
            setX(getX()-1*50);//velocity.x=-speed;
            break;
        case Keys.D:
            setX(getX()+1*50);//velocity.x=speed;
            break;
        case Keys.S:
            setY(getY()-1*50);//velocity.y=-speed;
            break;
        }
        System.out.println(getX()/50+", "+getY()/50);   
            return true;
    }

    public boolean keyUp(int keycode){
        switch(keycode){
        case Keys.W:
            velocity.y=0;
            break;
        case Keys.A:
            velocity.x=0;
            break;
        case Keys.D:
            velocity.x=0;
            break;
        case Keys.S:
            velocity.y=0;
            break;

        }return true;

    }

    @Override
    public boolean keyTyped(char character) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        // TODO Auto-generated method stub
        return false;
    }





}




}

我尝试了以下操作:让一个组将演员隐藏在其范围之外

这是我在 Player 类的 draw 方法中尝试的:

    public void draw(SpriteBatch spriteBatch){
        update(Gdx.graphics.getDeltaTime());
Rectangle scissors = new Rectangle();
Rectangle clipBounds = new Rectangle(getX(),getY(),4*width,4*height);
ScissorStack.calculateScissors(camera, spriteBatch.getTransformMatrix(), clipBounds, scissors);
ScissorStack.pushScissors(scissors);
spriteBatch.draw(...);
spriteBatch.flush();
ScissorStack.popScissors();

        super.draw(spriteBatch);
    }

我很困惑。在播放器实体类中使用 scissorstack 的示例会很有帮助。谢谢

4

2 回答 2

2

NathanSweet 很友善地帮助我弄清楚如何让它工作(对于 LibGdx 0.9.9): CalculateScissors

因此,对于任何寻找示例的人来说,这段代码以前对我有用:

Rectangle scissor = new Rectangle();
Rectangle clipBounds = new Rectangle(0, 0, worldW, worldH);

...

batch.begin();

...

ScissorStack.calculateScissors(camera, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), batch.getTransformMatrix(), clipBounds, scissor);
ScissorStack.pushScissors(scissor);

...

ScissorStack.popScissors();
batch.end();

您所需要的只是使用 clipBounds 的值,以便产生所需的效果。

于 2014-05-23T08:22:21.727 回答
0

我自己没有使用过,但我会这样尝试:

public void draw(SpriteBatch spriteBatch) {
    update(Gdx.graphics.getDeltaTime());
    Rectangle scissors = new Rectangle();
    Rectangle clipBounds = new Rectangle(getX(),getY(),4*width,4*height);
    ScissorStack.calculateScissors(camera, spriteBatch.getTransformMatrix(), clipBounds, scissors);
    ScissorStack.pushScissors(scissors);
    super.draw(spriteBatch);
    ScissorStack.popScissors();   
}
于 2013-11-10T10:28:10.960 回答