【发布时间】:2018-04-29 06:35:45
【问题描述】:
需要在游戏中使用 LibGDX 和平铺地图制作视差效果。背景应该以与前景不同的速度移动。在文档中https://github.com/libgdx/libgdx/wiki/Tile-maps 说:
通过单独渲染每一层并修改每一层的视图 层,还可以实现视差效果。
当前实现:PlayScreenVariantOne 一切正常,但背景以与前景相同的速度移动
public class PlayScreenVariantOne implements Screen {
private TextureAtlas atlas;
private OrthographicCamera gameCam;
private Viewport viewport;
private TmxMapLoader mapLoader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
...
// ...
// ... bla-bla-bla...
// ...
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.setView(gameCam);
renderer.render();
game.batch.setProjectionMatrix(gameCam.combined);
game.batch.begin();
player.draw(game.batch);
game.batch.end();
hud.stage.draw();
}
}
视差实现:PlayScreenVariantTwo 前景和背景以相同的速度渲染。视差效果不起作用! :*(
public class PlayScreenVariantTwo implements Screen {
private TextureAtlas atlas;
private OrthographicCamera gameCam;
private Viewport viewport;
private TmxMapLoader mapLoader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
...
// ...
// ... bla-bla-bla...
// ...
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
int[] backgroundLayers = { 7 };
int[] ground = { 9 };
renderer.setView(gameCam.combined, (gameCam.position.x - gameCam.viewportWidth / 2 - 2), gameCam.position.y - gameCam.viewportHeight / 2, gameCam.viewportWidth, gameCam.viewportHeight);
renderer.render(backgroundLayers);
renderer.setView(gameCam.combined, (gameCam.position.x - gameCam.viewportWidth / 2) / 10, gameCam.position.y - gameCam.viewportHeight / 2, gameCam.viewportWidth * 10, gameCam.viewportHeight);
renderer.render(ground);
game.batch.setProjectionMatrix(gameCam.combined);
game.batch.begin();
player.draw(game.batch);
game.batch.end();
hud.stage.draw();
}
}
【问题讨论】:
标签: java android libgdx parallax tiled