【问题标题】:How to implement libgdx touchDragged?如何实现 libgdx touchDragged?
【发布时间】:2013-05-19 14:32:33
【问题描述】:

我一直坚持使用 libgdx 实现 touchDragged 侦听器。

这是我的代码,任何人都可以建议如何在用户触摸图像而不是移动手指时拖动图像?

我使用舞台和演员,我想在演员身上捕捉 touchDragged 事件。

谢谢。

public void create () {
    Texture.setEnforcePotImages(false);

    stage = new Stage();
    Gdx.input.setInputProcessor(stage);
    // create a SpriteBatch with which to render the sprite
    batch = new SpriteBatch();

    // load the sprite's texture. note: usually you have more than
    // one sprite in a texture, see {@see TextureAtlas} and {@see TextureRegion}.
    texture = new Texture(Gdx.files.internal("ball3.png"));
    Skin skin = new Skin();
    skin.add("default", new Label.LabelStyle(new BitmapFont(), Color.WHITE));
    skin.add("ball", texture);
    Image sourceImage = new Image(skin, "ball");
    sourceImage.setBounds(50, 125, 100, 100);
    stage.addActor(sourceImage);

    // create an {@link OrthographicCamera} which is used to transform
    // touch coordinates to world coordinates.
    camera = new OrthographicCamera();

    // we want the camera to setup a viewport with pixels as units, with the
    // y-axis pointing upwards. The origin will be in the lower left corner
    // of the screen.
    camera.setToOrtho(false);
}

public void render () {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();
    Table.drawDebug(stage);



    // if a finger is down, set the sprite's x/y coordinate.
    if (Gdx.input.isTouched()) {
        // the unproject method takes a Vector3 in window coordinates (origin in
        // upper left corner, y-axis pointing down) and transforms it to world
        // coordinates.
        camera.unproject(spritePosition.set(Gdx.input.getX(), Gdx.input.getY(), 0));
    }
}

【问题讨论】:

    标签: android touch libgdx


    【解决方案1】:

    步骤如下:

    1. 您需要检查手指是否正在触摸您要移动的对象。以下是获取手指位置的一些有用方法:

      Gdx.input.getX();
      Gdx.input.getY();
      
    2. 您需要使用一个变量来跟踪手指在触摸时是否在移动。

    3. 如果变量为 true,则将对象的位置更改为手指的位置。

    4. 当手指不再触摸屏幕时禁用变量。

    【讨论】:

      【解决方案2】:

      我建议你使用 InputProcessor:

      public class MyInputProcessor implements InputProcessor{
          @Override
          public boolean keyDown(int keycode){
              return false;
          }
          @Override
          public boolean keyUp(int keycode){
              return false;
          }
          @Override
          public boolean touchDown(int screenX, int screenY, int pointer, int button){
              return false;
          }
          @Override
          public boolean touchUp(int screenX, int screenY, int pointer, int button){
              return false;
          }
          @Override 
          public boolean keyTyped(char character){
                 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;
                  }   
      }
      

      使它成为一个字段:

      MyInputProcessor inputProcessor;
      

      在 onCreate() 中:

      inputProcessor = new MyInputProcessor();
      Gdx.input.setInputProcessor(inputProcessor);
      

      这样你就可以在 touchDragged 回调中实现你的代码。

      【讨论】:

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