zoukankan      html  css  js  c++  java
  • 5.1、雨滴游戏的扩展

    在本教程中我们将对雨滴游戏进行扩展。我们将尝试添加一个菜单和其他的一些功能。
    (前一篇文章:点击进入
    ** Screen接口**
    Screen对于任何游戏都是基本的,Screen包含很多来自ApplicationListener对象的方法,但包含两个新的方法:show和hide。用来获得或失去焦点。

    ** Game类**
    Game类提供来继承自ApplicationListener的接口供使用,同时提供了一些方法用来设置和控制Screen渲染。
    通过使用Screen和Game对象,可以创建一个简单而结构健壮的游戏。
    接下来创建一个Game对象,作为游戏的入口。
    代码如下:
    package cn.libgdx.drop;
    import com.badlogic.gdx.Game;
    import com.badlogic.gdx.graphics.g2d.BitmapFont;
    import com.badlogic.gdx.graphics.g2d.SpriteBatch;
    public class Drop extends Game {
    public SpriteBatch batch;
    public BitmapFont font;
    public void create() {
    batch = new SpriteBatch();
    //使用Libgdx默认的字体
    font = new BitmapFont();
    this.setScreen(new MainMenuScreen(this));
    }
    public void render() {
    super.render(); //这个非常重要!
    }
    public void dispose() {
    batch.dispose();
    font.dispose();
    }
    }

    我们启动应用时实例化一个SpriteBatch和BitmapFont。SpriteBatch对象用来渲染屏幕的对象,像texture;BitmapFont对象与SpriteBatch一起使用,用来设置渲染字体。

    接下来,我们设置MainMenuScreen对象,用来在首次运行时设置参数。

    通常的错误是忘记在render()方法中调用super.render()方法,否则Screen类中的create()方法将不会被渲染。

    最后,不要忘记消除所有对象!

    主菜单

    代码如下:
    package cn.libgdx.drop;
    import com.badlogic.gdx.Gdx;
    import com.badlogic.gdx.Screen;
    import com.badlogic.gdx.graphics.GL20;
    import com.badlogic.gdx.graphics.OrthographicCamera;
    public class MainMenuScreen implements Screen {
    final Drop game;
    OrthographicCamera camera;
    public MainMenuScreen(final Drop gam) {
    game = gam;
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 800, 480);
    }
    }

    在代码中,我们添加继承自Screen接口的构造方法,Screen接口不提供任何create()方法,所以我们使用构造方法。构造方法唯一必须的参数是一个实例化的Drop。接下来是render()方法:
    public class MainMenuScreen implements Screen {
    @Override
    public void render(float delta) {
    Gdx.gl.glClearColor(0, 0, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    camera.update();
    game.batch.setProjectionMatrix(camera.combined);
    game.batch.begin();
    game.font.draw(game.batch, "Welcome to Drop!!! ", 100, 150);
    game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100);
    game.batch.end();
    if (Gdx.input.isTouched()) {
    game.setScreen(new GameScreen(game));
    dispose();
    }
    }
    }
    我们调用之前创建的SpriteBatch和BitmapFont。接下来检测屏幕是否被触摸,如果为true则将游戏设置为一个GameScreen实例并且销毁当前实例。

    游戏屏幕

    接下来我们制作我们的游戏,代码如下:

    package cn.libgdx.drop;
    import java.util.Iterator;
    import com.badlogic.gdx.Gdx;
    import com.badlogic.gdx.Input.Keys;
    import com.badlogic.gdx.Screen;
    import com.badlogic.gdx.audio.Music;
    import com.badlogic.gdx.audio.Sound;
    import com.badlogic.gdx.graphics.GL20;
    import com.badlogic.gdx.graphics.OrthographicCamera;
    import com.badlogic.gdx.graphics.Texture;
    import com.badlogic.gdx.math.MathUtils;
    import com.badlogic.gdx.math.Rectangle;
    import com.badlogic.gdx.math.Vector3;
    import com.badlogic.gdx.utils.Array;
    import com.badlogic.gdx.utils.TimeUtils;
    public class GameScreen implements Screen {
    final Drop game;
    Texture dropImage;
    Texture bucketImage;
    Sound dropSound;
    Music rainMusic;
    OrthographicCamera camera;
    Rectangle bucket;
    Array raindrops;
    long lastDropTime;
    int dropsGathered;

    public GameScreen(final Drop gam) {
    this.game = gam;
    // 载入图片
    dropImage = new Texture(Gdx.files.internal("droplet.png"));
    bucketImage = new Texture(Gdx.files.internal("bucket.png"));
    // 载入音乐
    dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
    rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
    rainMusic.setLooping(true);
    //创建相机和SpriteBatch
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 800, 480);
    // 创建Rectangle
    bucket = new Rectangle();
    bucket.x = 800 / 2 - 64 / 2;
    bucket.y = 20;
    bucket.width = 64;
    bucket.height = 64;
    raindrops = new Array();
    spawnRaindrop();
    }
    private void spawnRaindrop() {
    Rectangle raindrop = new Rectangle();
    raindrop.x = MathUtils.random(0, 800 - 64);
    raindrop.y = 480;
    raindrop.width = 64;
    raindrop.height = 64;
    raindrops.add(raindrop);
    lastDropTime = TimeUtils.nanoTime();
    }
    @Override
    public void render(float delta) {
    Gdx.gl.glClearColor(0, 0, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    camera.update();
    game.batch.setProjectionMatrix(camera.combined);
    game.batch.begin();
    game.font.draw(game.batch, "Drops Collected: " + dropsGathered, 0, 480);
    game.batch.draw(bucketImage, bucket.x, bucket.y);
    for (Rectangle raindrop : raindrops) {
    game.batch.draw(dropImage, raindrop.x, raindrop.y);
    }
    game.batch.end();

    if (Gdx.input.isTouched()) {
    Vector3 touchPos = new Vector3();
    touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
    camera.unproject(touchPos);
    bucket.x = touchPos.x - 64 / 2;
    }
    if (Gdx.input.isKeyPressed(Keys.LEFT))
    bucket.x -= 200 * Gdx.graphics.getDeltaTime();
    if (Gdx.input.isKeyPressed(Keys.RIGHT))
    bucket.x += 200 * Gdx.graphics.getDeltaTime();

    if (bucket.x < 0)
    bucket.x = 0;
    if (bucket.x > 800 - 64)
    bucket.x = 800 - 64;

    if (TimeUtils.nanoTime() - lastDropTime > 1000000000)
    spawnRaindrop();

    Iterator iter = raindrops.iterator();
    while (iter.hasNext()) {
    Rectangle raindrop = iter.next();
    raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
    if (raindrop.y + 64 < 0)
    iter.remove();
    if (raindrop.overlaps(bucket)) {
    dropsGathered++;
    dropSound.play();
    iter.remove();
    }
    }
    }

    @Override
    public void resize(int width, int height) {
    }

    @Override
    public void show() {
    rainMusic.play();
    }

    @Override
    public void hide() {
    }

    @Override
    public void pause() {
    }

    @Override
    public void resume() {
    }

    @Override
    public void dispose() {
    dropImage.dispose();
    bucketImage.dispose();
    dropSound.dispose();
    rainMusic.dispose();
    }

    }

    这里我们使用了构造方法来代替继承自ApplicationListener的create()方法,传递一个Drop对象。

    我们添加了一个Sring用来显示收集的雨滴。
    www.libgdx.cn版权所有,如需转载,注明出处)

  • 相关阅读:
    C# 读取sqlite文件
    MongoDB聚合管道
    提取Word里的文本内容 C#
    Two Sum【LeetCode】
    Could not create SSL/TLS secure channel.
    处理Task引发的异常
    https请求抛出异常
    hexo+github page +markdown问题汇总
    通过自定义比较器排序(C#版)
    GridView固定行宽,自动换行,鼠标放在Table的Tr上变色
  • 原文地址:https://www.cnblogs.com/hainange/p/6153508.html
Copyright © 2011-2022 走看看