好的,这个解决方案根本没有使用 camera 类,因此在我看来有点低于标准,但这是我大约一年前遇到类似问题时提出的。
public abstract class BaseScreen implements Screen, InputProcessor
{
protected int windowWidth;
protected int windowHeight;
public BaseScreen()
{
windowWidth = Gdx.graphics.getWidth(); //width of screen
windowHeight = Gdx.graphics.getHeight(); //height of screen
}
@Override
public void resize(int width, int height)
{
windowWidth = width;
windowHeight = height;
}
public void show()
{
Gdx.input.setInputProcessor(this);
}
public int getWindowWidth()
{
return windowWidth;
}
public int getWindowHeight()
{
return windowHeight;
}
public void setWindowWidth(int windowWidth)
{
this.windowWidth = windowWidth;
}
public void setWindowHeight(int windowHeight)
{
this.windowHeight = windowHeight;
}
...
public abstract void onTouchDown(float pointerX, float pointerY);
public abstract void onTouchUp(float pointerX, float pointerY);
@Override
public final boolean touchDown(int screenX, int screenY, int pointer, int button)
{
float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
onTouchDown(pointerX, pointerY);
return false;
}
@Override
public final boolean touchUp(int screenX, int screenY, int pointer, int button)
{
float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
onTouchUp(pointerX, pointerY);
return false;
}
}
其中使用以下内容(其中appWidth 是模型宽度,appHeight 是模型高度,也就是世界的大小)
public class InputTransform
{
private static int appWidth = 480;
private static int appHeight = 320;
public static float getCursorToModelX(int screenX, int cursorX)
{
return (((float)cursorX) * appWidth) / ((float)screenX);
}
public static float getCursorToModelY(int screenY, int cursorY)
{
return ((float)(screenY - cursorY)) * appHeight / ((float)screenY) ;
}
}
然后我为屏幕的视口变换设置适当的参数,以及在 [0,480]x[0,320] 网格内绘制对象的投影变换:
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); //init screen to [0,ScreenWidth]x[0,ScreenHeight]
Resources.batch = new SpriteBatch();
Resources.normalProjection = new Matrix4().setToOrtho2D(0, 0, 480, 320); //create transform to [0,480]x[0,320] world grid
Resources.batch.setProjectionMatrix(Resources.normalProjection); //initialize drawing with transform
Resources.shapeRenderer.setProjectionMatrix(Resources.normalProjection); //initialize drawing with transform
但如果您正在使用OrthographicCamera,那么您真的只需要将InputTransform 替换为camera.unproject(),并将相机视口设置为StretchViewport。考虑到我上面给出的方法有其局限性,即您需要修改它才能真正移动相机从 [0,480]x[0,320] 网格中。
所以根据页面上的文档,
private Viewport viewport;
private Camera camera;
public void create() {
camera = new OrthographicCamera();
viewport = new StretchViewport(480, 320, camera);
}
或者 wiki 上更完整的示例:
https://github.com/libgdx/libgdx/wiki/Orthographic-camera
或者最重要的,一个使用带视口的正交相机的例子:
http://www.gamefromscratch.com/post/2014/12/09/LibGDX-Tutorial-Part-17-Viewports.aspx
//copy paste from GameFromScratch:
package com.gamefromscratch;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.viewport.StretchViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
public class mouseproject extends ApplicationAdapter implements InputProcessor {
SpriteBatch batch;
Sprite aspectRatios;
OrthographicCamera camera; //the camera
Viewport viewport; //the viewport
@Override
public void create () {
batch = new SpriteBatch();
aspectRatios = new Sprite(new Texture(Gdx.files.internal("Aspect.jpg")));
aspectRatios.setPosition(0,0);
aspectRatios.setSize(100,100);
camera = new OrthographicCamera();
viewport = new StretchViewport(100,100,camera); //stretch screen to [0,100]x[0,100] grid
viewport.apply();
camera.position.set(camera.viewportWidth/2,camera.viewportHeight/2,0); //set camera to look at center of viewport
Gdx.input.setInputProcessor(this);
}
@Override
public void render () {
camera.update();
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined); //make batch draw to location defined by camera
batch.begin();
aspectRatios.draw(batch);
batch.end();
}
@Override
public void dispose(){
aspectRatios.getTexture().dispose();
}
@Override
public void resize(int width, int height){
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
}
@Override
public boolean keyDown(int keycode) {
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
Gdx.app.log("Mouse Event","Click at " + screenX + "," + screenY);
Vector3 worldCoordinates = camera.unproject(new Vector3(screenX,screenY,0)); //obtain the touch in world coordinates: similar to InputTransform used above
Gdx.app.log("Mouse Event","Projected at " + worldCoordinates.x + "," + worldCoordinates.y);
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}