如何让玩家通过相机摧毁?

问题描述:

我一直有一些麻烦,使玩家通过相机被摧毁。在我的应用程序中,我让相机跟随玩家(球)。但相机只能跟随球向上。所以我想要完成的是,当玩家(球)到达界面底部(屏幕)时,它会被破坏。如果新的活动(新屏幕)弹出,说“游戏结束”,它被破坏后会很好。 非常感谢大力支持。 the interface of the application如何让玩家通过相机摧毁?

package com.luca.tuninga;

import com.badlogic.gdx.ApplicationAdapter; 
import com.badlogic.gdx.Gdx; 
import com.badlogic.gdx.graphics.GL20; 
import com.badlogic.gdx.graphics.Texture; 
import com.badlogic.gdx.graphics.OrthographicCamera; 
import com.badlogic.gdx.Input; 
import com.badlogic.gdx.math.MathUtils; 
import com.badlogic.gdx.math.Vector2; 
import com.badlogic.gdx.physics.box2d.*; 



public class MyGdxGame extends ApplicationAdapter { 


public static float APP_FPS = 60f; 
public static int V_WIDTH = 480; 
public static int V_HEIGHT = 640; 


Box2DDebugRenderer b2dr; 
World world; 
Body ballBody; 

OrthographicCamera camera; 

float cameraMaxY; 

@Override 
public void create() { 
    world = new World(new Vector2(0, -9.8f), false); 
    b2dr = new Box2DDebugRenderer(); 


    camera = new OrthographicCamera(); 
    camera.setToOrtho(false, V_WIDTH, V_HEIGHT); 
    cameraMaxY = camera.position.y; 


    ballBody = createBall(); 
    createWalls(); 
} 

private void update() { 
    world.step(1f/APP_FPS, 6, 2); 

    if (Gdx.input.isTouched()) { 
     ballBody.setLinearVelocity(0, MathUtils.clamp(ballBody.getLinearVelocity().y, 0, 3)); 
     ballBody.applyForceToCenter(new Vector2(0, 650f), false); 
    } 

    if (ballBody.getPosition().y * 32 > cameraMaxY) { 
     camera.translate(0, (ballBody.getPosition().y * 32) - cameraMaxY); 
     camera.update(); 

     cameraMaxY = camera.position.y; 
    } 
} 

@Override 
public void render() { 
    Gdx.gl.glClearColor(.25f, .25f, .25f, 1); 
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); 

    update(); 

    b2dr.render(world, camera.combined.cpy().scl(32f)); 
} 

@Override 
public void dispose() { 
    super.dispose(); 
    world.dispose(); 
} 

private Body createBall() { 
    Body body; 
    BodyDef def = new BodyDef(); 
    def.type = BodyDef.BodyType.DynamicBody; 
    def.fixedRotation = true; 
    def.position.set(camera.position.x/ 32 + .5f, camera.position.y/ 32); 
    def.gravityScale = 3; 
    CircleShape shape = new CircleShape(); 
    shape.setRadius(.5f); 

    body = world.createBody(def); 
    body.createFixture(shape, 1.0f); 
    return body; 

} 

private void createWalls() { 
    Body body; 
    BodyDef def = new BodyDef(); 
    def.type = BodyDef.BodyType.StaticBody; 
    def.fixedRotation = true; 

    PolygonShape shape = new PolygonShape(); 
    shape.setAsBox(1, 200/32); 
    for(int i = 0; i < 20 ; i++) { 
     def.position.set(1.01f, i * (200/32)); 
     body = world.createBody(def); 
     body.createFixture(shape, 1.0f); 

     def.position.set(V_WIDTH/32 - 1, i * (200/32)); 
     body = world.createBody(def); 
     body.createFixture(shape, 1.0f); 
    } 
} 

} 

从我所了解的情况来看,相机只会跟着上行。因此,当球过渡到上方位置时,摄像机将更新并跟随,摄像机不会再次下降。

所以你可以检查球何时在摄像头的视线之外;特别是相机的底部。

你可以做这样的事情把它在update()函数结束

if ((ballBody.getPosition().y + 0.5f) * 32 < ballBody.getPosition().y - 
    camera.getViewportHeight()/2) { 
    // destroy body 
    world.destroyBody(ballBody); 

    // TODO: switch to another screen (thus next frame update & draw loop of this screen won't be called anymore) 
} 

上面检查时球完全了摄像机的视线(因此我做+ 0.5f这是它的半径您曾经为相机的视口高度创建这种形状的形状)。

然后切换到另一个屏幕。这意味着当前屏幕不会再更新或绘制其内容,因此不需要检查标志。 但是如果您需要在下一帧中再次执行其他操作,您最好有一个检查当前屏幕的标志,以知道游戏已结束,因此您可以检查是否执行某些操作。