こんにちは、基本的なゲームを作成していて、コードで MVC パターンを実装しようとしています。私が現在持っているもの: モデル ゲーム オブジェクト、雲、ボートの水など。
world これにより、すべてのモデルが結び付けられ、オブジェクトが定義されます
WorldRenderer すべてのテクスチャをオブジェクトに適用します
GameScreen これは、ユーザー入力、タッチ、またはキーボードを処理します。
私の問題は、Game States をどこでどのように実装するかということです。私はそれがGameScreenに入ると仮定していますが、状態の基本的なレイアウトを実装しました,READY,RUNNING,PAUSED,NEXT_LVL,GAME_OVER,
しかし、状態 READY が表示されたときにゲームがバックグラウンドで実行されていることを私は見つけていますか?
これは WorldRenderer で定義されています。つまり、水のレベルがバックグラウンドで画面を上昇していますが、ゲームの状態が実行に切り替わったときにのみ発生するようにしたいと考えています。
Gamstate が RUNNING STATE に切り替わったときに、Gamestate が WorldRenderer のみを初期化するようにするにはどうすればよいでしょうか。このステートメントを RUNNING ステートメントに適用しrenderer.render();
ましたが、まだ READY 状態で実行されています。
これについて何か助けていただければ幸いです。
乾杯
ダニエル。
WorldRenderer、World、および GameScreen クラスをアタッチしています
GameScreen Class
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
public class GameScreen implements Screen {
enum State{
READY,RUNNING,PAUSED,LEVEL_END,GAME_OVER
}
MainThing game;
OrthographicCamera cam;
SpriteBatch batch;
Texture pauseMenu;
TextureRegion pauseMenuR;
Texture pauseBtn;
Texture ready;
TextureRegion readyR;
private World world;
private WorldRenderer renderer;
public static State state = State.READY;
public GameScreen(MainThing game){
this.game = game;
cam = new OrthographicCamera(800,480);
cam.position.set(800/2, 480/2, 0);
batch = new SpriteBatch();
state = State.READY;
loadingTexture();
}
private void loadingTexture() {
pauseBtn = Assets.manager.get("pause.png", Texture.class);
pauseMenu = Assets.manager.get("resume-quit.png", Texture.class);
pauseMenu.setFilter(TextureFilter.Linear, TextureFilter.Linear);
pauseMenuR = new TextureRegion(pauseMenu,0,0,375,256);
ready = Assets.manager.get("ready.png",Texture.class);
readyR = new TextureRegion(ready,0,0,256,105);
}
public static void setState(State newState){
state = newState;
}
private void update(float delta) {
switch (state) {
case READY:
updateReady();
break;
case RUNNING:
updateRunning(delta);
break;
case PAUSED:
updatePaused();
break;
case LEVEL_END:
updateLevelEnd();
break;
case GAME_OVER:
updateGameOver();
break;
}
}
private void updateReady() {
if (Gdx.input.justTouched()) {
state = State.RUNNING;
}
}
private void updateRunning(float delta) {
if(Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
WorldRenderer.cam.unproject(touchPos);
Boat.position.x = touchPos.x - 1f / 2;
}
if(Gdx.input.isKeyPressed(Keys.LEFT)) {
Boat.velocity.x = -Boat.SPEED * delta;
}
else if(Gdx.input.isKeyPressed(Keys.RIGHT)) {
Boat.velocity.x = Boat.SPEED * delta;
}
else if(!Gdx.input.isKeyPressed(Keys.LEFT) && !(Gdx.input.isKeyPressed(Keys.RIGHT)) || (Gdx.input.isKeyPressed(Keys.LEFT) && (Gdx.input.isKeyPressed(Keys.RIGHT)))) {
Boat.velocity.x = 0;
}
Boat.update(delta);
if(Boat.position.x < 0) Boat.position.x = 0;
if(Boat.position.x > WorldRenderer.cam.viewportWidth - 1f) Boat.position.x = WorldRenderer.cam.viewportWidth - 1f;
}
private void updatePaused() {
// TODO Auto-generated method stub
}
private void updateLevelEnd() {
// TODO Auto-generated method stub
}
private void updateGameOver() {
// TODO Auto-generated method stub
}
private void draw(float deltaTime) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
renderer.render(deltaTime);
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
switch (state) {
case READY:
presentReady();
break;
case RUNNING:
presentRunning(deltaTime);
break;
case PAUSED:
presentPaused();
break;
case LEVEL_END:
presentLevelEnd();
break;
case GAME_OVER:
presentGameOver();
break;
}
batch.end();
}
private void presentReady() {
batch.draw(readyR, cam.viewportWidth /2 - 375 /2 , cam.viewportHeight /2 - 256 /2,375,256);
}
private void presentRunning(float delta) {
// TODO Auto-generated method stub
}
private void presentPaused() {
// TODO Auto-generated method stub
}
private void presentLevelEnd() {
// TODO Auto-generated method stub
}
private void presentGameOver() {
// TODO Auto-generated method stub
}
@Override
public void render(float delta) {
update(delta);
draw(delta);
}
@Override
public void resize(int width, int height) {
renderer.setSize(width,height);
}
@Override
public void show() {
world = new World();
renderer = new WorldRenderer(world, false);
}
@Override
public void hide() {
}
@Override
public void pause() {
dispose();
}
@Override
public void resume() {
}
@Override
public void dispose() {
Assets.unload();
Boat.dispose();
Cloud.dispose();
WorldRenderer.dispose();
}
}
ワールドクラス
package com.inspirednotion.thing;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.TimeUtils;
public class World {
Boat boat;
Water water;
Cloud cloud;
long lastDropTime;
Array<Rain> raindrops = new Array<Rain>();
public Array<Rain> getRain(){
return raindrops;
}
Boat getBoat(){
return boat;
}
public Water getWater(){
return water;
}
public Cloud getCloud(){
return cloud;
}
public World(){
createWorld();
spawnRaindrop();
lastDropTime = TimeUtils.nanoTime();
}
private void createWorld() {
boat = new Boat(new Vector2(WorldRenderer.CAMERA_WIDTH / 2 - Boat.BOAT_WIDTH / 2, Water.position.y +11.3f ));
cloud = new Cloud(new Vector2(WorldRenderer.CAMERA_WIDTH / 2 - Cloud.CLOUD_WIDTH /2, 8));
water = new Water(new Vector2(WorldRenderer.CAMERA_WIDTH /2 - Water.WATER_WIDTH/2, -11.3f));
}
void spawnRaindrop(){
raindrops.add( new Rain(new Vector2(MathUtils.random(cloud.position.x, cloud.position.x + Cloud.CLOUD_WIDTH ),cloud.position.y)));
lastDropTime = TimeUtils.nanoTime();
}
public static void dispose() {
}
}
WorldRenderer クラス
public class WorldRenderer {
private static World world;
public static OrthographicCamera cam;
ShapeRenderer debugRenderer = new ShapeRenderer();
static final float CAMERA_WIDTH = 20f;
static final float CAMERA_HEIGHT = 12f;
static Texture cloudTexture;
private TextureRegion cR;
static Texture boatAniTex;
TextureRegion[] boatFrames;
Animation boatAnimation;
TextureRegion boatCurrentFrame;
static TextureRegion currentFrameBoat;
TextureRegion[][] tmpBoat;
static Texture cloudBg;
private TextureRegion cloudBgR;
static Texture rainDrop;
long lastDropTime;
float lastDropT;
private static Texture water;
TextureRegion[] waveFrames;
Animation waveAnimation;
TextureRegion currentFrame;
TextureRegion currentFrameWav;
TextureRegion[][] tmp;
float stateTime = 0f;
private static SpriteBatch batch;
static int width;
static int height;
public void setSize(int w, int h){
WorldRenderer.width= w;
WorldRenderer.height = h;
}
public WorldRenderer(World world, boolean debug){
WorldRenderer.world = world;
WorldRenderer.cam = new OrthographicCamera(CAMERA_WIDTH ,CAMERA_HEIGHT);
WorldRenderer.cam.position.set(CAMERA_WIDTH /2f, CAMERA_HEIGHT /2f, 0);
WorldRenderer.cam.update();
batch = new SpriteBatch();
loadTextures();
loadAnimations();
}
public void loadTextures(){
boatAniTex = Assets.manager.get("bin.png", Texture.class);
boatAniTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
cloudTexture = Assets.manager.get("cloud.png", Texture.class);
cloudTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
cR = new TextureRegion(cloudTexture,0,0,256,140);
cloudBg = Assets.manager.get("cloudbg.png", Texture.class);
cloudBg.setFilter(TextureFilter.Linear, TextureFilter.Linear);
cloudBgR = new TextureRegion(cloudBg,0,0,800,480);
water = Assets.manager.get("wavey.png", Texture.class);
water.setFilter(TextureFilter.Linear, TextureFilter.Linear);
rainDrop = new Texture(Gdx.files.internal("RainDrop_sml.png"));
}
private void loadAnimations() {
water.setFilter(TextureFilter.Linear, TextureFilter.Linear);
tmp = new TextureRegion(water).split(800,480);
waveFrames = new TextureRegion[14];
for (int x = 0, index = 0; x < 7; x++) {
for (int y = 0; y < 2; y++, index++) {
waveFrames[index] = tmp[x][y];
}
}
waveAnimation = new Animation(0.14f, waveFrames);
//************************
boatAniTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
tmpBoat = new TextureRegion(boatAniTex).split(64,64);
boatFrames = new TextureRegion[7];
for (int x = 0, indexed = 0; x < 1; x++) {
for (int y = 0; y < 7; y++, indexed++) {
boatFrames[indexed] = tmpBoat[x][y];
}
}
boatAnimation = new Animation(0.2f, boatFrames);
}
public void render(float delta){
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(cam.combined);
stateTime += Gdx.graphics.getDeltaTime();
currentFrameWav = waveAnimation.getKeyFrame(stateTime += delta, true);
currentFrameBoat = boatAnimation.getKeyFrame(stateTime += delta, true);
batch.begin();
batch.disableBlending();
drawBackGround();
batch.enableBlending();
drawBoat();
drawWater(delta);
drawCloud();
batch.end();
drawRain();
}
private void drawRain() {
batch.begin();
for( Rain bounds: world.raindrops) {
batch.draw(rainDrop, bounds.position.x , bounds.position.y,.2f,.2f);
}
batch.end();
if(TimeUtils.nanoTime() - world.lastDropTime > 500000000) world.spawnRaindrop();
Iterator<Rain> iter = world.raindrops.iterator();
while(iter.hasNext()) {
Rain raindrop = iter.next();
raindrop.position.y -=2f * Gdx.graphics.getDeltaTime();
if(raindrop.position.y < Water.position.y ) {
System.out.println("water is hit");
iter.remove();
}
}
}
private void drawWater(float delta) {
batch.draw(currentFrameWav, Water.position.x , Water.position.y ,Water.WATER_WIDTH , Water.WATER_HEIGHT );
if (Water.position.y < -4f){
Water.position.y += .1 * Gdx.graphics.getDeltaTime();
Boat.position.y += .1 * Gdx.graphics.getDeltaTime();
}
}
private void drawBackGround() {
batch.draw(cloudBgR, 0,0,CAMERA_WIDTH,CAMERA_HEIGHT);
}
private void drawCloud(){
Cloud cloud = world.getCloud();
batch.draw(cR,cloud.position.x ,cloud.position.y ,Cloud.CLOUD_WIDTH , Cloud.CLOUD_HEIGHT );
}
private void drawBoat(){
world.getBoat();
batch.draw(currentFrameBoat, Boat.position.x , Water.position.y +11.3f,Boat.BOAT_WIDTH , Boat.BOAT_HEIGHT );
}
private void drawDebug(){
debugRenderer.setProjectionMatrix(cam.combined);
debugRenderer.begin(ShapeType.Rectangle);
Cloud cloud = world.getCloud();
Rectangle rect = cloud.bounds;
float x1 = cloud.position.x + rect.x;
float y1 = cloud.position.y + rect.y;
debugRenderer.setColor(new Color(1,0,0,1));
debugRenderer.rect(x1, y1, rect.width, rect.height);
Boat boat = world.getBoat();
Rectangle rec = boat.bounds;
float xx1 = Boat.position.x + rec.x;
float yx1 = Boat.position.y + rec.y;
debugRenderer.setColor(new Color(1,1,0,1));
debugRenderer.rect(xx1, yx1, rec.width, rec.height);
debugRenderer.end();
}
public static void dispose(){
cloudTexture.dispose();
water.dispose();
boatAniTex.dispose();
rainDrop.dispose();
cloudBg.dispose();
batch.dispose();
}
}
厄介なコードを許してください..問題のクリーニングとデバッグの過程で..