[libgdx游戏开发教程]使用Libgdx进行游戏开发(3)-给游戏添加一些控制功能

每个游戏中都有一些只有程序员自己才知道的控制功能,比如增加金钱,满血复活,无视防御,不死等等。

都是为了方便自己调试而在测试阶段使用的功能。

正如上一章提到的:我们也需要加些只有程序员才知道的控制功能。以方便调试。

在WorldController里加入:

public void update(float deltaTime) {
        handleDebugInput(deltaTime);
        updateTestObjects(deltaTime);
    }

    private void handleDebugInput(float deltaTime) {
        if (Gdx.app.getType() != ApplicationType.Desktop)
            return;
        // Selected Sprite Controls
        float sprMoveSpeed = 5 * deltaTime;
        if (Gdx.input.isKeyPressed(Keys.A))
            moveSelectedSprite(-sprMoveSpeed, 0);
        if (Gdx.input.isKeyPressed(Keys.D))
            moveSelectedSprite(sprMoveSpeed, 0);
        if (Gdx.input.isKeyPressed(Keys.W))
            moveSelectedSprite(0, sprMoveSpeed);
        if (Gdx.input.isKeyPressed(Keys.S))
            moveSelectedSprite(0, -sprMoveSpeed);
    }

    private void moveSelectedSprite(float x, float y) {
        testSprites[selectedSprite].translate(x, y);
    }

我们为什么要闲得在update里做判断呢,为什么不用监听器?(用监听器照样可以实现,这里略了,有兴趣可以自己试试)
因为我们需要知道按键是不是一直按着isKeyPressed()。监听器是事件触发的,直接这样做更省事。你可以按A, D, W, S看看现在效果。

当然了,现在我们要实现Reset功能,按R键。因为不用一直判断,所以我们可以直接用监听器了。

public class WorldController extends InputAdapter {
// ...
}

注册监听

private void init () {
Gdx.input.setInputProcessor(this);
initTestObjects();
}

这时候,Libgdx会把所有的input事件都发给注册了的监听器,你接到了input事件,该干嘛干嘛去。比如现在我们要处理R键和空格键。

    @Override
    public boolean keyUp(int keycode) {
        // Reset game world
        if (keycode == Keys.R) {
            init();
            Gdx.app.debug(TAG, "Game world resetted");
        }
        // Select next sprite
        else if (keycode == Keys.SPACE) {
            selectedSprite = (selectedSprite + 1) % testSprites.length;
            Gdx.app.debug(TAG, "Sprite #" + selectedSprite + " selected");
        }
        return false;
    }

跑起来,试试这些实现的功能吧。
接下来,我们来玩摄像机:

增加一个类:CameraHelper

package com.packtpub.libgdx.canyonbunny.util;

import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;

public class CameraHelper {
    private static final String TAG = CameraHelper.class.getName();
    private final float MAX_ZOOM_IN = 0.25f;
    private final float MAX_ZOOM_OUT = 10.0f;
    private Vector2 position;
    private float zoom;
    private Sprite target;

    public CameraHelper() {
        position = new Vector2();
        zoom = 1.0f;
    }

    public void update(float deltaTime) {
        if (!hasTarget())
            return;
        position.x = target.getX() + target.getOriginX();
        position.y = target.getY() + target.getOriginY();
    }

    public void setPosition(float x, float y) {
        this.position.set(x, y);
    }

    public Vector2 getPosition() {
        return position;
    }

    public void addZoom(float amount) {
        setZoom(zoom + amount);
    }

    public void setZoom(float zoom) {
        this.zoom = MathUtils.clamp(zoom, MAX_ZOOM_IN, MAX_ZOOM_OUT);
    }

    public float getZoom() {
        return zoom;
    }

    public void setTarget(Sprite target) {
        this.target = target;
    }

    public Sprite getTarget() {
        return target;
    }

    public boolean hasTarget() {
        return target != null;
    }

    public boolean hasTarget(Sprite target) {
        return hasTarget() && this.target.equals(target);
    }

    public void applyTo(OrthographicCamera camera) {
        camera.position.x = position.x;
        camera.position.y = position.y;
        camera.zoom = zoom;
        camera.update();
    }
}

可以控制摄像机上下左右移动,拉近放远,跟随目标。
ok,加入到control:

首先申明一个:public CameraHelper cameraHelper;

然后在init里初始化:cameraHelper = new CameraHelper();

接着在update里加上:cameraHelper.update(deltaTime);

最后修改keyup里的控制:

public CameraHelper cameraHelper;

    private void init() {
        Gdx.input.setInputProcessor(this);
        cameraHelper = new CameraHelper();
        initTestObjects();
    }

    public void update(float deltaTime) {
        handleDebugInput(deltaTime);
        updateTestObjects(deltaTime);
        cameraHelper.update(deltaTime);
    }

    @Override
    public boolean keyUp(int keycode) {
        // Reset game world
        if (keycode == Keys.R) {
            init();
            Gdx.app.debug(TAG, "Game world resetted");
        }
        // Select next sprite
        else if (keycode == Keys.SPACE) {
            selectedSprite = (selectedSprite + 1) % testSprites.length;
            // Update camera's target to follow the currently
            // selected sprite
            if (cameraHelper.hasTarget()) {
                cameraHelper.setTarget(testSprites[selectedSprite]);
            }
            Gdx.app.debug(TAG, "Sprite #" + selectedSprite + "selected");
        }
        // Toggle camera follow
        else if (keycode == Keys.ENTER) {
            cameraHelper.setTarget(cameraHelper.hasTarget() ? null
                    : testSprites[selectedSprite]);
            Gdx.app.debug(TAG,
                    "Camera follow enabled: " + cameraHelper.hasTarget());
        }
        return false;
    }

把对摄像机的上下左右控制加上:

private void handleDebugInput(float deltaTime) {
        if (Gdx.app.getType() != ApplicationType.Desktop)
            return;
        // Selected Sprite Controls
        float sprMoveSpeed = 5 * deltaTime;
        if (Gdx.input.isKeyPressed(Keys.A))
            moveSelectedSprite(-sprMoveSpeed, 0);
        if (Gdx.input.isKeyPressed(Keys.D))
            moveSelectedSprite(sprMoveSpeed, 0);
        if (Gdx.input.isKeyPressed(Keys.W))
            moveSelectedSprite(0, sprMoveSpeed);
        if (Gdx.input.isKeyPressed(Keys.S))
            moveSelectedSprite(0, -sprMoveSpeed);
        // Camera Controls (move)
        float camMoveSpeed = 5 * deltaTime;
        float camMoveSpeedAccelerationFactor = 5;
        if (Gdx.input.isKeyPressed(Keys.SHIFT_LEFT))
            camMoveSpeed *= camMoveSpeedAccelerationFactor;
        if (Gdx.input.isKeyPressed(Keys.LEFT))
            moveCamera(-camMoveSpeed, 0);
        if (Gdx.input.isKeyPressed(Keys.RIGHT))
            moveCamera(camMoveSpeed, 0);
        if (Gdx.input.isKeyPressed(Keys.UP))
            moveCamera(0, camMoveSpeed);
        if (Gdx.input.isKeyPressed(Keys.DOWN))
            moveCamera(0, -camMoveSpeed);
        if (Gdx.input.isKeyPressed(Keys.BACKSPACE))
            cameraHelper.setPosition(0, 0);
        // Camera Controls (zoom)
        float camZoomSpeed = 1 * deltaTime;
        float camZoomSpeedAccelerationFactor = 5;
        if (Gdx.input.isKeyPressed(Keys.SHIFT_LEFT))
            camZoomSpeed *= camZoomSpeedAccelerationFactor;
        if (Gdx.input.isKeyPressed(Keys.COMMA))
            cameraHelper.addZoom(camZoomSpeed);
        if (Gdx.input.isKeyPressed(Keys.PERIOD))
            cameraHelper.addZoom(-camZoomSpeed);
        if (Gdx.input.isKeyPressed(Keys.SLASH))
            cameraHelper.setZoom(1);
    }

    private void moveCamera(float x, float y) {
        x += cameraHelper.getPosition().x;
        y += cameraHelper.getPosition().y;
        cameraHelper.setPosition(x, y);
    }

让摄像机跟随,还需要修改render:这样才能保证移动之后的摄像机,更新到了新的位置。

public void renderTestObjects() {
        worldController.cameraHelper.applyTo(camera);
        batch.setProjectionMatrix(camera.combined);
        batch.begin();
        for (Sprite sprite : worldController.testSprites) {
            sprite.draw(batch);
        }
        batch.end();
    }

按键总结说明:

AWSD控制箱子,空格键选择下一个箱子,R键重置游戏。

上下左右控制摄像机,逗号句号键放大缩小,破折号恢复正常大小。backspace键恢复原点位置,enter键让摄像机跟随控制的箱子。

开心的跑起来耍吧,骚年!

原文地址:https://www.cnblogs.com/mignet/p/Learning_Libgdx_Game_Development_03.html