【发布时间】:2020-03-16 09:33:17
【问题描述】:
我在这里有一些代码,它获取一个精灵表,并通过获取我的图像的长度和宽度并将其按行和列进行划分,将其划分为单独的精灵。这适用于我的测试精灵表,但不适用于我将实际用于我的游戏的那个。
我的动画课在这里:
package Simple;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.g2d.Animation;
public class RunningMan {
private Texture texture;
private TextureRegion[] walkFrames;
private Animation walkAnimation;
private float stateTime = 0f;
private TextureRegion currentFrame;
int rows = 5;
int cols = 6;
public RunningMan(Texture texture) {
this.texture = texture;
TextureRegion[][] tmp = TextureRegion.split(texture, texture.getWidth() / cols, texture.getHeight() / rows); // split the sprite sheet up into its 30 different frames
walkFrames = new TextureRegion[rows * cols];
int index = 0;
for(int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
walkFrames[index++] = tmp[i][j]; // Put the 30 frames into a 1D array from the 2d array
}
}
walkAnimation = new Animation(0.06f, walkFrames); // initialize the animation class
stateTime = 0f;
}
public void draw(Batch batch) {
stateTime += Gdx.graphics.getDeltaTime(); // stateTime is used to determine which frame to show
if(stateTime > walkAnimation.getAnimationDuration()) stateTime -= walkAnimation.getAnimationDuration(); // when we reach the end of the animation, reset the stateTime
currentFrame = walkAnimation.getKeyFrame(stateTime); // Get the current Frame
batch.draw(currentFrame,50,50); // draw the frame
}
}
运行动画的班级在这里:
package Simple;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Animation extends ApplicationAdapter {
SpriteBatch batch;
RunningMan man;
@Override
public void create () {
batch = new SpriteBatch();
man = new RunningMan(new Texture(Gdx.files.internal("WalkingMan.png")));
}
@Override
public void render () {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
man.draw(batch);
batch.end();
}
}
当我使用WalkingMan.png 时,代码可以完美运行。但是当我去使用任何其他精灵表时,例如WalkingWoman.jpg(我不担心这个不透明),当相应地调整列和行时,对齐是关闭的。有什么建议?
【问题讨论】:
-
如果您尝试使用这样的精灵表而不是 TextureAtlases/TexturePacker 来制作整个游戏,您将陷入痛苦的世界。
-
是否有一个论坛可以帮助我开始使用它?
-
首先阅读 libGDX github 页面上有关 TexturePacker 的 wiki 说明。然后,这些天获得帮助的最佳地点是 LibGDX Discord 服务器。挺热闹的。官方留言板论坛有点死了。
标签: java animation libgdx sprite sprite-sheet