如何使用libGDX使用键盘按键移动精灵?
我刚刚开始使用java和libgdx并拥有此代码,非常简单,它将一个精灵打印到屏幕上。这很好,我从中学到很多东西。如何使用libGDX使用键盘按键移动精灵?
package com.MarioGame;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.InputProcessor;
public class Game implements ApplicationListener {
private SpriteBatch batch;
private Texture marioTexture;
private Sprite mario;
private int marioX;
private int marioY;
@Override
public void create() {
batch = new SpriteBatch();
FileHandle marioFileHandle = Gdx.files.internal("mario.png");
marioTexture = new Texture(marioFileHandle);
mario = new Sprite(marioTexture, 0, 158, 32, 64);
marioX = 0;
marioY = 0;
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(mario, marioX, marioY);
batch.end();
}
@Override
public void resume() {
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void dispose() {
}
}
我将如何修改marioX
值,当用户按下了键盘上D
?
对于您的任务,您可能甚至不需要实现InputProcessor。你可以像这样在render()方法中使用Input.isKeyPressed()方法。
float marioSpeed = 10.0f; // 10 pixels per second.
float marioX;
float marioY;
public void render() {
if(Gdx.input.isKeyPressed(Keys.DPAD_LEFT))
marioX -= Gdx.graphics.getDeltaTime() * marioSpeed;
if(Gdx.input.isKeyPressed(Keys.DPAD_RIGHT))
marioX += Gdx.graphics.getDeltaTime() * marioSpeed;
if(Gdx.input.isKeyPressed(Keys.DPAD_UP))
marioY += Gdx.graphics.getDeltaTime() * marioSpeed;
if(Gdx.input.isKeyPressed(Keys.DPAD_DOWN))
marioY -= Gdx.graphics.getDeltaTime() * marioSpeed;
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(mario, (int)marioX, (int)marioY);
batch.end();
}
另请注意,我做了马里奥浮标的位置坐标,并将运动改为基于时间的运动。 marioSpeed是马里奥每秒钟在任何方向行进的像素数。 Gdx.graphics.getDeltaTime()返回自上次调用render()(以秒为单位)后的时间。在大多数情况下,转换为int实际上并不是必需的。
顺便说一下,我们有论坛在http://www.badlogicgames.com/forum你问libgdx的具体问题!
HTH, 马里奥
在您的游戏循环方法(可能渲染或制作一个)需要添加输入处理程序(实施InputProcessor)。 类InputProcessor
有方法,如:
public boolean keyDown (int keycode);
/**
* Called when a key was released
*
* @param keycode one of the constants in {@link Input.Keys}
* @return whether the input was processed
*/
public boolean keyUp (int keycode);
/**
* Called when a key was typed
*
* @param character The character
* @return whether the input was processed
*/
public boolean keyTyped (char character);
和类Input.Keys
有很多的静态变量下的键码。 例如:
public static final int D = 32;
public static final int A = 29;
public static final int S = 47;
public static final int W = 51;
因此,实施重点*方法并检查是否存在键同时按下,并从马里奥递增或递减X/Y。
编辑: 检查此链接: http://code.google.com/p/libgdx/source/browse/trunk/gdx/src/com/badlogic/gdx/InputProcessor.java http://code.google.com/p/libgdx/source/browse/trunk/gdx/src/com/badlogic/gdx/Input.java
,或者在树干,如何将演示处理输入: http://code.google.com/p/libgdx/source/browse/#svn%2Ftrunk%2Fdemos
希望帮助
您可以使用该接口KeyListener
检测键盘动作。
public class Game implements ApplicationListener, KeyListener {
@Override
public void create() {
//Important
this.addKeyListener(this);
// TODO Auto-generated method stub
batch = new SpriteBatch();
FileHandle marioFileHandle = Gdx.files.internal("mario.png");
marioTexture = new Texture(marioFileHandle);
mario = new Sprite(marioTexture, 0, 158, 32, 64);
marioX = 0;
marioY = 0;
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == 68) { //it's the 'D' key
//Move your mario
}
}
}
如果keyPressed()在渲染方法中,似乎我想检查这个每一帧? – dotty 2011-04-29 14:30:47
我的优选的方法是使用存储了所有标准键准备用于检查InputController。
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.math.Vector2;
public class KeyboardController implements InputProcessor {
public boolean left,right,up,down;
public boolean isMouse1Down, isMouse2Down,isMouse3Down;
public boolean isDragged;
public Vector2 mouseLocation = new Vector2(0,0);
@Override
public boolean keyDown(int keycode) {
boolean keyProcessed = false;
switch (keycode) // switch code base on the variable keycode
{
case Keys.LEFT: // if keycode is the same as Keys.LEFT a.k.a 21
left = true; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.RIGHT: // if keycode is the same as Keys.LEFT a.k.a 22
right = true; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.UP: // if keycode is the same as Keys.LEFT a.k.a 19
up = true; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.DOWN: // if keycode is the same as Keys.LEFT a.k.a 20
down = true; // do this
keyProcessed = true; // we have reacted to a keypress
}
return keyProcessed; // return our peyProcessed flag
}
@Override
public boolean keyUp(int keycode) {
boolean keyProcessed = false;
switch (keycode) // switch code base on the variable keycode
{
case Keys.LEFT: // if keycode is the same as Keys.LEFT a.k.a 21
left = false; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.RIGHT: // if keycode is the same as Keys.LEFT a.k.a 22
right = false; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.UP: // if keycode is the same as Keys.LEFT a.k.a 19
up = false; // do this
keyProcessed = true; // we have reacted to a keypress
break;
case Keys.DOWN: // if keycode is the same as Keys.LEFT a.k.a 20
down = false; // do this
keyProcessed = true; // we have reacted to a keypress
}
return keyProcessed; // return our peyProcessed flag
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
if(button == 0){
isMouse1Down = true;
}else if(button == 1){
isMouse2Down = true;
}else if(button == 2){
isMouse3Down = true;
}
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
isDragged = false;
//System.out.println(button);
if(button == 0){
isMouse1Down = false;
}else if(button == 1){
isMouse2Down = false;
}else if(button == 2){
isMouse3Down = false;
}
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
isDragged = true;
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
mouseLocation.x = screenX;
mouseLocation.y = screenY;
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}
然后,所有我需要做的是让你的游戏的创建方法KeyboardController与
controller = new KeyboardController();
然后告诉GDX用它来监听事件
Gdx.input.setInputProcessor(controller);
最后如果我想检查一个按键是否按下,我可以去
if(controller.left){
player.x -= 1;
}
怎么来dominicbri7使用KeyListener接口?你使用了InputProcessor?他们之间有什么区别吗? – dotty 2011-04-29 14:37:24
@dotty'KeyListener'是一个java(native)类。而'InputProcessor'是一个GDX类。根据我的经验,当我使用引擎时总是使用所有的引擎。 – jotapdiez 2011-04-29 14:58:26