【发布时间】:2020-10-04 17:19:02
【问题描述】:
我正在使用 Ashley 和 Guicer 使用 LibGDX 和 Kotlin 制作 ECS 游戏。一切正常,除了当我单击时,实体生成时没有纹理。当我在主文件中调用 addEntity 时,纹理被加载,但在 MyInputAdapter 纹理中却没有加载。
这是 MyInputAdapter 类:
class MyInputAdapter @Inject constructor(private val camera: OrthographicCamera,
private val engine: Engine,
private val world: World) :
InputAdapter() {
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
val worldCords = camera.unproject(Vector3(screenX.toFloat(), screenY.toFloat(), 0f))
engine.addEntity(Entity().apply {
add(TextureRegionComponent(TextureRegion(Main.img)))
add(TransformComponent(Vector2(worldCords.x, worldCords.y), 50f, 0.2f))
val body = world.createBody(BodyDef().apply {
type = BodyDef.BodyType.DynamicBody
})
body.createFixture(PolygonShape().apply {
setAsBox(1f, 1f)
}, 1.0f)
body.setTransform(transform.position, 0f)
add(PhysicsComponent(body))
})
return true
}
}
这是适配器在 Main 类中的注册:
override fun create() {
batch = SpriteBatch()
img = Texture("badlogic.jpg")
injector = Guice.createInjector(GameModule(this))
injector.getInstance(Systems::class.java).list.map { injector.getInstance(it) }.forEach { system ->
engine.addSystem(system)
}
createEntities()
Gdx.input.inputProcessor = injector.getInstance(MyInputAdapter::class.java)
}
TextureRegionComponent 在输入适配器中被忽略,但它不在 Main 类中:
private fun createEntities() {
val world = injector.getInstance(World::class.java)
engine.addEntity(Entity().apply {
add(TextureRegionComponent(TextureRegion(img)))
add(TransformComponent(Vector2(5F, 5F)))
val body = world.createBody(BodyDef().apply {
type = BodyDef.BodyType.DynamicBody
})
body.createFixture(PolygonShape().apply {
setAsBox(img.width.pixelToMeter / 2f, img.height.pixelToMeter / 2f)
}, 1.0f)
body.setTransform(transform.position, 0f)
add(PhysicsComponent(body))
})
...
}
这是一些图片: example
【问题讨论】:
-
在您的两个示例中,您使用了不同的 TransformComponent 构造函数。你能展示你的 TransformComponent 类吗?我想知道您的区域是否被画在屏幕外。
-
//Transform component class TransformComponent(val position: Vector2, var angleRadian: Float, var scale: Float) : Component { constructor(position: Vector2) : this(position, 0f, 1f) companion object : ComponentResolver<TransformComponent>(TransformComponent::class.java) }
标签: kotlin libgdx entity-component-system