2017-09-03 70 views
1

我一直有一些麻煩,使玩家通過相機被摧毀。在我的應用程序中,我讓相機跟隨玩家(球)。但相機只能跟隨球向上。所以我想要完成的是,當玩家(球)到達界面底部(屏幕)時,它會被破壞。如果新的活動(新屏幕)彈出,說「遊戲結束」,它被破壞後會很好。 非常感謝大力支持。 the interface of the application如何讓玩家通過相機摧毀?

package com.luca.tuninga;

import com.badlogic.gdx.ApplicationAdapter; 
import com.badlogic.gdx.Gdx; 
import com.badlogic.gdx.graphics.GL20; 
import com.badlogic.gdx.graphics.Texture; 
import com.badlogic.gdx.graphics.OrthographicCamera; 
import com.badlogic.gdx.Input; 
import com.badlogic.gdx.math.MathUtils; 
import com.badlogic.gdx.math.Vector2; 
import com.badlogic.gdx.physics.box2d.*; 



public class MyGdxGame extends ApplicationAdapter { 


public static float APP_FPS = 60f; 
public static int V_WIDTH = 480; 
public static int V_HEIGHT = 640; 


Box2DDebugRenderer b2dr; 
World world; 
Body ballBody; 

OrthographicCamera camera; 

float cameraMaxY; 

@Override 
public void create() { 
    world = new World(new Vector2(0, -9.8f), false); 
    b2dr = new Box2DDebugRenderer(); 


    camera = new OrthographicCamera(); 
    camera.setToOrtho(false, V_WIDTH, V_HEIGHT); 
    cameraMaxY = camera.position.y; 


    ballBody = createBall(); 
    createWalls(); 
} 

private void update() { 
    world.step(1f/APP_FPS, 6, 2); 

    if (Gdx.input.isTouched()) { 
     ballBody.setLinearVelocity(0, MathUtils.clamp(ballBody.getLinearVelocity().y, 0, 3)); 
     ballBody.applyForceToCenter(new Vector2(0, 650f), false); 
    } 

    if (ballBody.getPosition().y * 32 > cameraMaxY) { 
     camera.translate(0, (ballBody.getPosition().y * 32) - cameraMaxY); 
     camera.update(); 

     cameraMaxY = camera.position.y; 
    } 
} 

@Override 
public void render() { 
    Gdx.gl.glClearColor(.25f, .25f, .25f, 1); 
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); 

    update(); 

    b2dr.render(world, camera.combined.cpy().scl(32f)); 
} 

@Override 
public void dispose() { 
    super.dispose(); 
    world.dispose(); 
} 

private Body createBall() { 
    Body body; 
    BodyDef def = new BodyDef(); 
    def.type = BodyDef.BodyType.DynamicBody; 
    def.fixedRotation = true; 
    def.position.set(camera.position.x/ 32 + .5f, camera.position.y/ 32); 
    def.gravityScale = 3; 
    CircleShape shape = new CircleShape(); 
    shape.setRadius(.5f); 

    body = world.createBody(def); 
    body.createFixture(shape, 1.0f); 
    return body; 

} 

private void createWalls() { 
    Body body; 
    BodyDef def = new BodyDef(); 
    def.type = BodyDef.BodyType.StaticBody; 
    def.fixedRotation = true; 

    PolygonShape shape = new PolygonShape(); 
    shape.setAsBox(1, 200/32); 
    for(int i = 0; i < 20 ; i++) { 
     def.position.set(1.01f, i * (200/32)); 
     body = world.createBody(def); 
     body.createFixture(shape, 1.0f); 

     def.position.set(V_WIDTH/32 - 1, i * (200/32)); 
     body = world.createBody(def); 
     body.createFixture(shape, 1.0f); 
    } 
} 

} 

回答

0

從我所瞭解的情況來看,相機只會跟着上行。因此,當球過渡到上方位置時,攝像機將更新並跟隨,攝像機不會再次下降。

所以你可以檢查球何時在攝像頭的視線之外;特別是相機的底部。

你可以做這樣的事情把它在update()函數結束

if ((ballBody.getPosition().y + 0.5f) * 32 < ballBody.getPosition().y - 
    camera.getViewportHeight()/2) { 
    // destroy body 
    world.destroyBody(ballBody); 

    // TODO: switch to another screen (thus next frame update & draw loop of this screen won't be called anymore) 
} 

上面檢查時球完全了攝像機的視線(因此我做+ 0.5f這是它的半徑您曾經爲相機的視口高度創建這種形狀的形狀)。

然後切換到另一個屏幕。這意味着當前屏幕不會再更新或繪製其內容,因此不需要檢查標誌。 但是如果您需要在下一幀中再次執行其他操作,您最好有一個檢查當前屏幕的標誌,以知道遊戲已結束,因此您可以檢查是否執行某些操作。