android – 如何在libgdx中制作敌人仪表探测器?

在我自上而下的游戏中,我有一个敌人探测器来探测敌人是否在附近.我的问题是我如何创建动态我的仪表栏的过渡?我是这个框架的新手.谢谢和进步

当玩家检测到附近的敌人时,仪表栏将像下面的图像屏幕一样动画

android  – 如何在libgdx中制作敌人仪表探测器?

没有敌人

android  – 如何在libgdx中制作敌人仪表探测器?
   android  – 如何在libgdx中制作敌人仪表探测器?

我的代码:

    //detector
    meter_bar = new Texture("meter_bar.png");
    myTextureRegion = new TextureRegion(meter_bar);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    actormeter_bar = new Image(myTexRegionDrawable);
    actormeter_bar.setPosition(200,1005);
    stage.addActor(actormeter_bar);

    meter = new Texture("meter.png");
    myTextureRegion = new TextureRegion(meter);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    actormetter = new Image(myTexRegionDrawable);
    actormetter.setPosition(190,990);
    stage.addActor( actormetter);

球员运动(前锋):

//right_control
    right_paw = new Texture(Gdx.files.internal("right_paw.png"));
    myTextureRegion = new TextureRegion(right_paw);
    myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
    moveForward = new ImageButton(myTexRegionDrawable); //Set the button up
    moveForward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw.png"))));
    //the hover
    moveForward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw-hover.png"))));
    moveForward.setPosition(520,110);
    stage.addActor(moveForward); //Add the button to the stage to perform rendering and take input.
    Gdx.input.setInputProcessor(stage);
    moveForward.addListener(new InputListener(){
        @Override
        public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
            System.out.println("Right Button Pressed");
            progressKnobX = progressKnobX + 4;

            actorprogressknob.setX(progressKnobX); // x-position to move to
            if(progressKnobX > 418 ) progressKnobX= 418 ;
            music.play();
            motionState=MotionState.NONE;
        }
        @Override
        public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
            motionState=MotionState.UP;
            return true;
        }
    });
    stage.addActor(moveForward);

敌人精灵运动:

 zombie = new Texture(Gdx.files.internal("enemy/ZombieSprite.png"));
    zombiesprite = new Sprite(zombie);
    zombieenemy = new Rectangle();
    zombieenemy.setWidth(zombiesprite.getWidth());

    zombieenemy = zombiesprite.getBoundingRectangle();
    zombieenemy.x = zombieX;
    zombieenemy.y = zombieY;
    TextureRegion[][] zom = TextureRegion.split(zombie, zombie.getWidth() / Zombie_FRAME_COLS, zombie.getHeight() / Zombie_FRAME_ROWS);
    TextureRegion[] zwalkFrames  = new TextureRegion[Zombie_FRAME_COLS * Zombie_FRAME_ROWS];
    index = 0;
    for (int i = 0; i < Zombie_FRAME_ROWS; i++) {
        for (int j = 0; j < Zombie_FRAME_COLS; j++) {
            zwalkFrames[index++] = zom[i][j];
        }
    }
    zombiewalkAnimation = new Animation<TextureRegion>(0.120f, zwalkFrames);

MoveForward按钮功能:

//button functions
MotionState motionState=MotionState.NONE;
enum MotionState {
    NONE {
        @Override
        public boolean update(Rectangle player) {
            return true;
        }
    },
    UP {
        @Override
        public boolean update(Rectangle player) {
            player.y += 300 * Gdx.graphics.getDeltaTime();
            return false;
        }
    },
    DOWN{
        @Override
        public boolean update(Rectangle player) {
            player.y -= 300 * Gdx.graphics.getDeltaTime();
            return false;
        }
    },
    LEFT{
        @Override
        public boolean update(Rectangle player)  {
            player.x -= 100 * Gdx.graphics.getDeltaTime();
            return false;
        }
    },
    RIGHT{
        @Override
        public boolean update(Rectangle player) {
            player.x  += 100 * Gdx.graphics.getDeltaTime();
            return false;
        }
    };
    public abstract boolean update(Rectangle player);
}

给予

    if(Gdx.input.isKeyPressed(Input.Keys.DOWN)) motionState = MotionState.DOWN;
    if(Gdx.input.isKeyPressed(Input.Keys.UP)) motionState=MotionState.UP;
    if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) motionState=MotionState.LEFT;
    if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) motionState=MotionState.RIGHT;

    if(motionState.update(player)) motionState=MotionState.NONE;


    if(player.y> 1910){
        zombieenemy.y -= 60 * Gdx.graphics.getDeltaTime();
    }

解决方法:

在我回答你的初步问题之前,我想建议你学会使用Libgdx extension Ashley,因为事情的样子非常混乱,你很难维持.

我的答案:

持有一个ArrayList<>或类似的数据模型与你内部的所有游戏敌人,然后我们将遍历每一个并获得它的位置并计算与玩家的距离.

Enemy closestEnemy = null;
float closestEnemyDist = -1;

for(Enemy enemy : ListOfEnemies){
    /* here we find the distance to the player */
    float distToPlayer = Math.sqrt((enemy.y-player.x)^2 + (enemy.y-player.y)^2);

    /* initiate closestEnemyDist for the first time */
    if(closestEnemyDist == -1){
         closestEnemyDist = distToPlayer;
    }

    /* we find the closest distance to the player */
    float minDist = Math.min(closestEnemyDist, distToPlayer);

    /* we make sure it is the closest and save the closest enemy as well */
    if(minDist <= closestEnemyDist){
        closestEnemyDist = minDist;
        closestEnemy = enemy;
    }
}

这给你最近的敌人和它的距离,你可以制定它的方法或只是你想要的距离,你可以在每次游戏更新时运行此代码.

距离计:

在这里我们要做一个小数学,让我们说你的仪表显示百分比……从0%到100%,你必须选择你的仪表认为0%的最大距离(意味着敌人称之为最大距离),对于你来说很容易理解这个想象,距离是100,看看这个方法.

public int calcMeter(float closestEnemyDist, float maxDistance) {
    int meter = 0;

    /* calculate only if enemy is in range */
    if(closestEnemyDist < maxDistance){
        /* using rounding and multiply by 100f because we wanted 
         * values from 0 - 100, you can can modify this to work just 
         * with float from 0 - 1f 
         */
        meter = Math.round(
            /* 
             * here we flip the percentage so if the enemy is very
             * close then your meter will be higher 
             */
            (1f - (closestEnemyDist / maxDistance)) * 100f
        );
    }
    return meter;
}

希望这对你有所帮助,祝你好运:)

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