[libGDX游戏开发教程]使用Libgdx进行游戏开发(5)-关卡加载
在上一章我们介绍了如何管理和利用素材,但是我们注意到,这些素材都是零散的,比如岩石的左部等,这一章,我们将利用这些零件拼合成完整的游戏对象。
回顾最开始的设计类图,注意Level类和所有Level中的Object,看看它们的继承关系。
首先第一步就是创建所有对象的基类AbstractGameObject.
它应该包含所有公共的属性和功能。
package com.packtpub.libgdx.canyonbunny.game.objects; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Vector2; public abstract class AbstractGameObject { public Vector2 position; public Vector2 dimension; public Vector2 origin; public Vector2 scale; public float rotation; public AbstractGameObject() { position = new Vector2(); dimension = new Vector2(1, 1); origin = new Vector2(); scale = new Vector2(1, 1); rotation = 0; } public void update(float deltaTime) { } public abstract void render(SpriteBatch batch); }
这个抽象类包含很多基本的属性,update和render。update更新自己,render画自己。很多人虽然知道OOP,但是并没有在思维中形成OO的观念。对象的划分以及对象的行为(或者说对象的权责)是否分明,都能看出你编程的功力。
render是abstract的,这就限定了所有的子类需要自己去实现它。
我们先看Rock,Rock是由3个部分组成的,左中右,中间的部分是能够重复的。像这样
那么它的实现类似于:
package com.packtpub.libgdx.canyonbunny.game.objects; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.packtpub.libgdx.canyonbunny.game.Assets; public class Rock extends AbstractGameObject { private TextureRegion regEdge; private TextureRegion regMiddle; private int length; public Rock() { init(); } private void init() { dimension.set(1, 1.5f); regEdge = Assets.instance.rock.edge; regMiddle = Assets.instance.rock.middle; // Start length of this rock setLength(1); } public void setLength(int length) { this.length = length; } public void increaseLength(int amount) { setLength(length + amount); } @Override public void render(SpriteBatch batch) { TextureRegion reg = null; float relX = 0; float relY = 0; // Draw left edge reg = regEdge; relX -= dimension.x / 4; batch.draw(reg.getTexture(), position.x + relX, position.y + relY, origin.x, origin.y, dimension.x / 4, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), false, false); // Draw middle relX = 0; reg = regMiddle; for (int i = 0; i < length; i++) { batch.draw(reg.getTexture(), position.x + relX, position.y + relY, origin.x, origin.y, dimension.x, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), false, false); relX += dimension.x; } // Draw right edge reg = regEdge; batch.draw(reg.getTexture(), position.x + relX, position.y + relY, origin.x + dimension.x / 8, origin.y, dimension.x / 4, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), true, false); } }
我们使用了一个length来表示rock的长度,就是中间可以重复的部分。
接下来是山,有人可能会奇怪,为什么用白色的山呢?用白色是为了方便着色的。Mountains类似于:
package com.packtpub.libgdx.canyonbunny.game.objects; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.MathUtils; import com.packtpub.libgdx.canyonbunny.game.Assets; public class Mountains extends AbstractGameObject { private TextureRegion regMountainLeft; private TextureRegion regMountainRight; private int length; public Mountains(int length) { this.length = length; init(); } private void init() { dimension.set(10, 2); regMountainLeft = Assets.instance.levelDecoration.mountainLeft; regMountainRight = Assets.instance.levelDecoration.mountainRight; // shift mountain and extend length origin.x = -dimension.x * 2; length += dimension.x * 2; } private void drawMountain(SpriteBatch batch, float offsetX, float offsetY, float tintColor) { TextureRegion reg = null; batch.setColor(tintColor, tintColor, tintColor, 1); float xRel = dimension.x * offsetX; float yRel = dimension.y * offsetY; // mountains span the whole level int mountainLength = 0; mountainLength += MathUtils.ceil(length / (2 * dimension.x)); mountainLength += MathUtils.ceil(0.5f + offsetX); for (int i = 0; i < mountainLength; i++) { // mountain left reg = regMountainLeft; batch.draw(reg.getTexture(), origin.x + xRel, position.y + origin.y + yRel, origin.x, origin.y, dimension.x, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), false, false); xRel += dimension.x; // mountain right reg = regMountainRight; batch.draw(reg.getTexture(), origin.x + xRel, position.y + origin.y + yRel, origin.x, origin.y, dimension.x, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), false, false); xRel += dimension.x; } // reset color to white batch.setColor(1, 1, 1, 1); } @Override public void render(SpriteBatch batch) { // distant mountains (dark gray) drawMountain(batch, 0.5f, 0.5f, 0.5f); // distant mountains (gray) drawMountain(batch, 0.25f, 0.25f, 0.7f); // distant mountains (light gray) drawMountain(batch, 0.0f, 0.0f, 0.9f); } }
这个跟Rock很像,也用了一个length来存储需要重复的次数。在render里调用了3个不同的drawMountain,这样大大的简化了画3层山的代码。
接下来是水面,这个类要比前面的简单多了,它只需要沿着x轴拉伸造成一直存在的假象就行了。(还有很多其他的方法可以达到这个目的:比如用一个摄像机视口一样宽的图片,跟着摄像机一起移动。不过这样你需要小心摄像机可能垂直移动)
package com.packtpub.libgdx.canyonbunny.game.objects; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.packtpub.libgdx.canyonbunny.game.Assets; public class WaterOverlay extends AbstractGameObject { private TextureRegion regWaterOverlay; private float length; public WaterOverlay(float length) { this.length = length; init(); } private void init() { dimension.set(length * 10, 3); regWaterOverlay = Assets.instance.levelDecoration.waterOverlay; origin.x = -dimension.x / 2; } @Override public void render(SpriteBatch batch) { TextureRegion reg = null; reg = regWaterOverlay; batch.draw(reg.getTexture(), position.x + origin.x, position.y + origin.y, origin.x, origin.y, dimension.x, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), false, false); } }
接下来是云彩,云彩的分布由长度和间距两个参数决定。
![](https://images.cnblogs.com/OutliningIndicators/ContractedBlock.gif)
package com.packtpub.libgdx.canyonbunny.game.objects; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.utils.Array; import com.packtpub.libgdx.canyonbunny.game.Assets; public class Clouds extends AbstractGameObject { private float length; private Array<TextureRegion> regClouds; private Array<Cloud> clouds; private class Cloud extends AbstractGameObject { private TextureRegion regCloud; public Cloud() { } public void setRegion(TextureRegion region) { regCloud = region; } @Override public void render(SpriteBatch batch) { TextureRegion reg = regCloud; batch.draw(reg.getTexture(), position.x + origin.x, position.y + origin.y, origin.x, origin.y, dimension.x, dimension.y, scale.x, scale.y, rotation, reg.getRegionX(), reg.getRegionY(), reg.getRegionWidth(), reg.getRegionHeight(), false, false); } } public Clouds(float length) { this.length = length; init(); } private void init() { dimension.set(3.0f, 1.5f); regClouds = new Array<TextureRegion>(); regClouds.add(Assets.instance.levelDecoration.cloud01); regClouds.add(Assets.instance.levelDecoration.cloud02); regClouds.add(Assets.instance.levelDecoration.cloud03); int distFac = 5; int numClouds = (int) (length / distFac); clouds = new Array<Cloud>(2 * numClouds); for (int i = 0; i < numClouds; i++) { Cloud cloud = spawnCloud(); cloud.position.x = i * distFac; clouds.add(cloud); } } private Cloud spawnCloud() { Cloud cloud = new Cloud(); cloud.dimension.set(dimension); // select random cloud image cloud.setRegion(regClouds.random()); // position Vector2 pos = new Vector2(); pos.x = length + 10; // position after end of level pos.y += 1.75; // base position // random additional position pos.y += MathUtils.random(0.0f, 0.2f) * (MathUtils.randomBoolean() ? 1 : -1); cloud.position.set(pos); return cloud; } @Override public void render(SpriteBatch batch) { for (Cloud cloud : clouds) cloud.render(batch); } }
Clouds定义了内部类Cloud,Clouds是包含云彩的容器。
关卡加载
我们使用png图片来保存关卡数据:1像素代表1个对象,每一种不同的对象都有一种唯一的RGBA颜色值。我们使用纯色,不用透明色,那么一个RGBA就是32位,就是4字节。刚好java的int也是32位,用来存颜色刚刚好。
我们需要读取并解析它们:
package com.packtpub.libgdx.canyonbunny.game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.utils.Array; import com.packtpub.libgdx.canyonbunny.game.objects.AbstractGameObject; import com.packtpub.libgdx.canyonbunny.game.objects.Clouds; import com.packtpub.libgdx.canyonbunny.game.objects.Mountains; import com.packtpub.libgdx.canyonbunny.game.objects.Rock; import com.packtpub.libgdx.canyonbunny.game.objects.WaterOverlay; public class Level { public static final String TAG = Level.class.getName(); public enum BLOCK_TYPE { EMPTY(0, 0, 0), // black ROCK(0, 255, 0), // green PLAYER_SPAWNPOINT(255, 255, 255), // white ITEM_FEATHER(255, 0, 255), // purple ITEM_GOLD_COIN(255, 255, 0); // yellow private int color; private BLOCK_TYPE(int r, int g, int b) { color = r << 24 | g << 16 | b << 8 | 0xff; } public boolean sameColor(int color) { return this.color == color; } public int getColor() { return color; } } // objects public Array<Rock> rocks; // decoration public Clouds clouds; public Mountains mountains; public WaterOverlay waterOverlay; public Level(String filename) { init(filename); } private void init(String filename) { } public void render(SpriteBatch batch) { } }
在init中加入代码 读地图,然后解析:(使用tilemap也是一样的过程)
private void init(String filename) { // objects rocks = new Array<Rock>(); // load image file that represents the level data Pixmap pixmap = new Pixmap(Gdx.files.internal(filename)); // scan pixels from top-left to bottom-right int lastPixel = -1; for (int pixelY = 0; pixelY < pixmap.getHeight(); pixelY++) { for (int pixelX = 0; pixelX < pixmap.getWidth(); pixelX++) { AbstractGameObject obj = null; float offsetHeight = 0; // height grows from bottom to top float baseHeight = pixmap.getHeight() - pixelY; // get color of current pixel as 32-bit RGBA value int currentPixel = pixmap.getPixel(pixelX, pixelY); // find matching color value to identify block type at (x,y) // point and create the corresponding game object if there is // a match // empty space if (BLOCK_TYPE.EMPTY.sameColor(currentPixel)) { // do nothing } // rock else if (BLOCK_TYPE.ROCK.sameColor(currentPixel)) { if (lastPixel != currentPixel) { obj = new Rock(); float heightIncreaseFactor = 0.25f; offsetHeight = -2.5f; obj.position.set(pixelX, baseHeight * obj.dimension.y * heightIncreaseFactor + offsetHeight); rocks.add((Rock) obj); } else { rocks.get(rocks.size - 1).increaseLength(1); } } // player spawn point else if (BLOCK_TYPE.PLAYER_SPAWNPOINT.sameColor(currentPixel)) { } // feather else if (BLOCK_TYPE.ITEM_FEATHER.sameColor(currentPixel)) { } // gold coin else if (BLOCK_TYPE.ITEM_GOLD_COIN.sameColor(currentPixel)) { } // unknown object/pixel color else { int r = 0xff & (currentPixel >>> 24); // red color channel int g = 0xff & (currentPixel >>> 16); // green color channel int b = 0xff & (currentPixel >>> 8); // blue color channel int a = 0xff & currentPixel; // alpha channel Gdx.app.error(TAG, "Unknown object at x<" + pixelX + "> y<" + pixelY + ">: r<" + r + "> g<" + g + "> b<" + b + "> a<" + a + ">"); } lastPixel = currentPixel; } } // decoration clouds = new Clouds(pixmap.getWidth()); clouds.position.set(0, 2); mountains = new Mountains(pixmap.getWidth()); mountains.position.set(-1, -1); waterOverlay = new WaterOverlay(pixmap.getWidth()); waterOverlay.position.set(0, -3.75f); // free memory pixmap.dispose(); Gdx.app.debug(TAG, "level '" + filename + "' loaded"); }
以此遍历渲染:
public void render(SpriteBatch batch) { // Draw Mountains mountains.render(batch); // Draw Rocks for (Rock rock : rocks) rock.render(batch); // Draw Water Overlay waterOverlay.render(batch); // Draw Clouds clouds.render(batch); }
渲染的次序决定了相互覆盖的效果。你可以想象它们是不同的层(当然实际上它们没有分层画,这个跟Unity不是一样的,但你可以这么以为),从45°角来看是这样的。
first to last,越后画的越显示在前边。
接下来,开始整合:
在Constants里加上一些游戏常量
public class Constants { // Visible game world is 5 meters wide public static final float VIEWPORT_WIDTH = 5.0f; // Visible game world is 5 meters tall public static final float VIEWPORT_HEIGHT = 5.0f; // GUI Width public static final float VIEWPORT_GUI_WIDTH = 800.0f; // GUI Height public static final float VIEWPORT_GUI_HEIGHT = 480.0f; // Location of description file for texture atlas public static final String TEXTURE_ATLAS_OBJECTS = "images/canyonbunny.pack"; // Location of image file for level 01 public static final String LEVEL_01 = "levels/level-01.png"; // Amount of extra lives at level start public static final int LIVES_START = 3; }
移除controller里的testSprites和selectedSprite;当然也要移除那些相应的方法initTestObjects(),updateTestObjects(),moveSelectedSprite()。
删除handleDebugInput()里WSAD的控制。KeyUp只保留R键。
package com.packtpub.libgdx.canyonbunny.game; import com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Pixmap.Format; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.utils.Array; import com.packtpub.libgdx.canyonbunny.util.CameraHelper; import com.packtpub.libgdx.canyonbunny.util.Constants; public class WorldController extends InputAdapter { private static final String TAG = WorldController.class.getName(); public CameraHelper cameraHelper; public Level level; public int lives; public int score; private void initLevel() { score = 0; level = new Level(Constants.LEVEL_01); } public WorldController() { Gdx.input.setInputProcessor(this); init(); } private void handleDebugInput(float deltaTime) { if (Gdx.app.getType() != ApplicationType.Desktop) return; // Camera Controls (move) float camMoveSpeed = 5 * deltaTime; float camMoveSpeedAccelerationFactor = 5; if (Gdx.input.isKeyPressed(Keys.SHIFT_LEFT)) camMoveSpeed *= camMoveSpeedAccelerationFactor; if (Gdx.input.isKeyPressed(Keys.LEFT)) moveCamera(-camMoveSpeed, 0); if (Gdx.input.isKeyPressed(Keys.RIGHT)) moveCamera(camMoveSpeed, 0); if (Gdx.input.isKeyPressed(Keys.UP)) moveCamera(0, camMoveSpeed); if (Gdx.input.isKeyPressed(Keys.DOWN)) moveCamera(0, -camMoveSpeed); if (Gdx.input.isKeyPressed(Keys.BACKSPACE)) cameraHelper.setPosition(0, 0); // Camera Controls (zoom) float camZoomSpeed = 1 * deltaTime; float camZoomSpeedAccelerationFactor = 5; if (Gdx.input.isKeyPressed(Keys.SHIFT_LEFT)) camZoomSpeed *= camZoomSpeedAccelerationFactor; if (Gdx.input.isKeyPressed(Keys.COMMA)) cameraHelper.addZoom(camZoomSpeed); if (Gdx.input.isKeyPressed(Keys.PERIOD)) cameraHelper.addZoom(-camZoomSpeed); if (Gdx.input.isKeyPressed(Keys.SLASH)) cameraHelper.setZoom(1); } private void moveCamera(float x, float y) { x += cameraHelper.getPosition().x; y += cameraHelper.getPosition().y; cameraHelper.setPosition(x, y); } @Override public boolean keyUp(int keycode) { if (keycode == Keys.R) { init(); Gdx.app.debug(TAG, "Game World Resetted!"); } return false; } public void init() { Gdx.input.setInputProcessor(this); cameraHelper = new CameraHelper(); lives = Constants.LIVES_START; initLevel(); } private Pixmap createProceduralPixmap(int width, int height) { Pixmap pixmap = new Pixmap(width, height, Format.RGBA8888); // Fill square with red color at 50% opacity pixmap.setColor(1, 0, 0, 0.5f); pixmap.fill(); // Draw a yellow-colored X shape on square pixmap.setColor(1, 1, 0, 1); pixmap.drawLine(0, 0, width, height); pixmap.drawLine(width, 0, 0, height); // Draw a cyan-colored border around square pixmap.setColor(0, 1, 1, 1); pixmap.drawRectangle(0, 0, width, height); return pixmap; } public void update(float deltaTime) { handleDebugInput(deltaTime); cameraHelper.update(deltaTime); } }
修改CameraHelper:(主要是将target的类型由Sprite改为AbstractGameObject)
package com.packtpub.libgdx.canyonbunny.util; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector2; import com.packtpub.libgdx.canyonbunny.game.objects.AbstractGameObject; public class CameraHelper { private static final String TAG = CameraHelper.class.getName(); private final float MAX_ZOOM_IN = 0.25f; private final float MAX_ZOOM_OUT = 10.0f; private Vector2 position; private float zoom; private AbstractGameObject target; public CameraHelper() { position = new Vector2(); zoom = 1.0f; } public void update(float deltaTime) { if (!hasTarget()) return; position.x = target.position.x + target.origin.x; position.y = target.position.y + target.origin.y; } public void setPosition(float x, float y) { this.position.set(x, y); } public Vector2 getPosition() { return position; } public void addZoom(float amount) { setZoom(zoom + amount); } public void setZoom(float zoom) { this.zoom = MathUtils.clamp(zoom, MAX_ZOOM_IN, MAX_ZOOM_OUT); } public float getZoom() { return zoom; } public void setTarget(AbstractGameObject target) { this.target = target; } public AbstractGameObject getTarget() { return target; } public boolean hasTarget() { return target != null; } public boolean hasTarget(AbstractGameObject target) { return hasTarget() && this.target.equals(target); } public void applyTo(OrthographicCamera camera) { camera.position.x = position.x; camera.position.y = position.y; camera.zoom = zoom; camera.update(); } }
修改WorldRender的render():
public void render(){ renderWorld(batch); } private void renderWorld (SpriteBatch batch) { worldController.cameraHelper.applyTo(camera); batch.setProjectionMatrix(camera.combined); batch.begin(); worldController.level.render(batch); batch.end(); }
实现GUI:
Libgdx提供了默认的bitmap字体文件,arial-15.fnt和arial-15.png。用的时候可以把它们copy到images下。
我们把要用的字体(内部类)加到Assets中:
public class AssetFonts { public final BitmapFont defaultSmall; public final BitmapFont defaultNormal; public final BitmapFont defaultBig; public AssetFonts() { // create three fonts using Libgdx's 15px bitmap font defaultSmall = new BitmapFont( Gdx.files.internal("images/arial-15.fnt"), true); defaultNormal = new BitmapFont( Gdx.files.internal("images/arial-15.fnt"), true); defaultBig = new BitmapFont( Gdx.files.internal("images/arial-15.fnt"), true); // set font sizes defaultSmall.setScale(0.75f); defaultNormal.setScale(1.0f); defaultBig.setScale(2.0f); // enable linear texture filtering for smooth fonts defaultSmall.getRegion().getTexture() .setFilter(TextureFilter.Linear, TextureFilter.Linear); defaultNormal.getRegion().getTexture() .setFilter(TextureFilter.Linear, TextureFilter.Linear); defaultBig.getRegion().getTexture() .setFilter(TextureFilter.Linear, TextureFilter.Linear); } }
在init里加上字体的初始化:fonts = new AssetFonts();
在dispose里释放:fonts.defaultSmall.dispose();fonts.defaultNormal.dispose();fonts.defaultBig.dispose();
准备就绪了,我们需要先构想我们将要做的GUI图:(金币分数,兔子的额外性命,FPS)
接下来,我们在WorldRenderer中增加下面的代码:
private OrthographicCamera cameraGUI; private void init() { batch = new SpriteBatch(); camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT); camera.position.set(0, 0, 0); camera.update(); cameraGUI = new OrthographicCamera(Constants.VIEWPORT_GUI_WIDTH, Constants.VIEWPORT_GUI_HEIGHT); cameraGUI.position.set(0, 0, 0); cameraGUI.setToOrtho(true); // flip y-axis cameraGUI.update(); } public void resize(int width, int height) { camera.viewportWidth = (Constants.VIEWPORT_HEIGHT / height) * width; camera.update(); cameraGUI.viewportHeight = Constants.VIEWPORT_GUI_HEIGHT; cameraGUI.viewportWidth = (Constants.VIEWPORT_GUI_HEIGHT/ (float)height) * (float)width; cameraGUI.position.set(cameraGUI.viewportWidth / 2, cameraGUI.viewportHeight / 2, 0); cameraGUI.update(); }
第二个摄像机是专门用来做GUI投影渲染的。下面是每个GUI元素的具体实现方法:
private void renderGuiScore(SpriteBatch batch) { float x = -15; float y = -15; batch.draw(Assets.instance.goldCoin.goldCoin, x, y, 50, 50, 100, 100, 0.35f, -0.35f, 0); Assets.instance.fonts.defaultBig.draw(batch, "" + worldController.score, x + 75, y + 37); } private void renderGuiExtraLive(SpriteBatch batch) { float x = cameraGUI.viewportWidth - 50 - Constants.LIVES_START * 50; float y = -15; for (int i = 0; i < Constants.LIVES_START; i++) { if (worldController.lives <= i) batch.setColor(0.5f, 0.5f, 0.5f, 0.5f); batch.draw(Assets.instance.bunny.head, x + i * 50, y, 50, 50, 120, 100, 0.35f, -0.35f, 0); batch.setColor(1, 1, 1, 1); } } private void renderGuiFpsCounter(SpriteBatch batch) { float x = cameraGUI.viewportWidth - 55; float y = cameraGUI.viewportHeight - 15; int fps = Gdx.graphics.getFramesPerSecond(); BitmapFont fpsFont = Assets.instance.fonts.defaultNormal; if (fps >= 45) { // 45 or more FPS show up in green fpsFont.setColor(0, 1, 0, 1); } else if (fps >= 30) { // 30 or more FPS show up in yellow fpsFont.setColor(1, 1, 0, 1); } else { // less than 30 FPS show up in red fpsFont.setColor(1, 0, 0, 1); } fpsFont.draw(batch, "FPS: " + fps, x, y); fpsFont.setColor(1, 1, 1, 1); // white }
整合到WorldRenderer:
public void render() { renderWorld(batch); renderGui(batch); } private void renderGui(SpriteBatch batch) { batch.setProjectionMatrix(cameraGUI.combined); batch.begin(); // draw collected gold coins icon + text // (anchored to top left edge) renderGuiScore(batch); // draw extra lives icon + text (anchored to top right edge) renderGuiExtraLive(batch); // draw FPS text (anchored to bottom right edge) renderGuiFpsCounter(batch); batch.end(); }
下一章我们继续完成一个完整的游戏需要的东东。
比如增加上主角(兔子头),关卡道具(羽毛,金币),控制主角移动,基本的碰撞检测(几乎所有的游戏都需要有的)等等。