public class Player {
private Sprite enemy;
public Rectangle bounds;
private SpriteBatch batch;
private float deltaTime;
private float timer;
private ArrayList<Sprite> enemies;
private Iterator<Sprite> enemyIterator;
private ArrayList<Vector2> posCoordinate;
Sprite newEnemy;
public void create(){
batch=new SpriteBatch();
timer=0;
enemy=new Sprite(new Texture(Gdx.files.internal("spr_player.png")));
bounds=new Rectangle(200,700,82,80);
enemies=new ArrayList<Sprite>();
posCoordinate=new ArrayList<Vector2>();
newEnemy=Pools.obtain(Sprite.class);
}
public void update(){
deltaTime=Gdx.graphics.getDeltaTime();
enemyIterator=enemies.iterator();
timer+=1*deltaTime;
if(timer>=1f){
newEnemy(); //method called every second
timer-=1;
}
}
public void newEnemy(){
Vector2 position=Pools.obtain(Vector2.class); //vector2 is created for each enemy every second.
position.set(200,700);
posCoordinate.add(position);
newEnemy=Pools.obtain(Sprite.class); //enemy created every second
newEnemy.set(enemy);
enemies.add(newEnemy);
}
public void draw(SpriteBatch batch){
//this is where the enemy position is set and movement
for(Sprite enemy:enemies){
enemy.draw(batch);
}for(Vector2 position:posCoordinate){
newEnemy.setPosition(position.x,position.y);
position.y-=2;
}
}
}
newEnemy()
每秒都会调用一个方法,这就是为什么每秒都会渲染一个新的精灵。
基本上我想要做的是,当一个新的敌人产生时,它必须向下移动直到它离开屏幕。但是发生的是敌人只会移动一秒钟。