【发布时间】:2019-01-10 21:52:26
【问题描述】:
我想为我的播放器创建一个平滑的跳跃,它先升后降 它是一个像马里奥一样的 2D 横向卷轴
我尝试过等待并通过使用很多步骤使跳跃变慢,但我无法弄清楚
播放器控制类:
package com.mygdx.game;
import java.lang.Thread.State;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector2;
@SuppressWarnings("unused")
public class PlayerController {
static int speed = 1;
public static int jump = 0;
static void keyInput() {
jump++;
if (Gdx.input.isKeyPressed(Keys.A)) {
main.playerX += speed;
main.backgroundSpriteX += speed;
}
if (Gdx.input.isKeyPressed(Keys.D)) {
main.playerX -= speed;
main.backgroundSpriteX -= speed;
}
if (Gdx.input.isKeyPressed(Keys.W)) {
//this is where i want to be able to jump
}
}
static void Controller() {
main.player = new Sprite(main.texture);
main.playerX = (main.canvisWidth * 0);
main.playerY = (main.canvisHeight * 0); //can be 0
}
}
主类:
package com.mygdx.game;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class main implements ApplicationListener {
public static final int backgroundSpriteY = 0;
public static final int backgroundSprite2Y = 0;
public static int canvisWidth = 800;
public static int canvisHeight = 480;
public static int backgroundSpriteX = 0;
public static Texture texture;
public static int backgroundSprite2X = -canvisWidth;
public static Sprite player;
public static int playerX;
public static int playerY;
static SpriteBatch spriteBatch;
static int Jumpframes = 0;
private double playerSize = .4;
public void create() {
WorldObjects.shapeRender.setAutoShapeType(true);
spriteBatch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("imageedit_3_3813241913.png"));
PlayerController.Controller();
WorldSetup.start();
player.setSize((float) (player.getWidth() * playerSize), (float) (player.getHeight() * playerSize));
}
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
PlayerController.keyInput();
WorldController.Scroll();
spriteBatch.begin();
spriteBatch.draw(WorldSetup.backgroundTexture, backgroundSpriteX, backgroundSpriteY);
spriteBatch.draw(WorldSetup.backgroundTexture2, backgroundSprite2X, backgroundSprite2Y);
spriteBatch.draw(texture, playerX, playerY, player.getWidth(), player.getHeight());
spriteBatch.end();
WorldSetup.WorldRender();
//Jumpframes++;
}
public void resize(int width, int height) {
}
public void pause() {
}
public void resume() {
}
public void dispose() {
}
}
我想要像马里奥那样的慢跳,但我似乎无法创建慢/平滑的跳跃
我想要 20 帧跳转到 30 像素开始快速和减速
【问题讨论】:
-
anything * 0 is 0 只需将其设置为 0 ` main.playerX = (main.canvisWidth * 0); main.playerY = (main.canvisHeight * 0); //可以是0`
-
我知道它只是为了提醒我以后我将使用canvis宽度和高度的百分比来设置起始玩家x和y
-
通常用于您想在一处检测印刷机的游戏。然后使用所有这些信息来更新状态。然后重绘。您没有提到当前尝试的跳跃动画或代码当前错误的确切性质。您需要记录一些关于跳跃开始的信息(例如 x、y 或帧数,或者至少在跳跃时计算名声)
-
我基本上只是希望有人向我展示我的代码的工作版本,以便我可以跳转我更改了我的摘要
-
似乎玩家和背景的移动方向和速度相同?