- android - 多次调用 OnPrimaryClipChangedListener
- android - 无法更新 RecyclerView 中的 TextView 字段
- android.database.CursorIndexOutOfBoundsException : Index 0 requested, 光标大小为 0
- android - 使用 AppCompat 时,我们是否需要明确指定其 UI 组件(Spinner、EditText)颜色
我有一个大型学校项目,正在使用 libGDX 开发一款 Pixel Platformer 游戏。
我大部分时间都使用 ECS,但我在渲染玩家动画时遇到了麻烦,因为我无法区分玩家的状态或至少是攻击状态。
让我向您展示一下,我有这个“移动”状态:
public enum PlayerState implements State<PlayerAgent> {
Idle(){
@Override
public void update(PlayerAgent agent) {
agent.moveOnGround();
if(!agent.isTouchingGround) {
if (agent.body.getLinearVelocity().y < -0.05)
agent.stateMachine.changeState(Falling);
else
agent.stateMachine.changeState(Jumping);
}else{
if (agent.body.getLinearVelocity().x != 0)
agent.stateMachine.changeState(Walking);
}
}
},
Walking() {
@Override
public void update(PlayerAgent agent) {
agent.moveOnGround();
if(!agent.isTouchingGround) {
if (agent.body.getLinearVelocity().y < -0.05)
agent.stateMachine.changeState(Falling);
else
agent.stateMachine.changeState(Jumping);
}else{
if (agent.body.getLinearVelocity().x == 0)
agent.stateMachine.changeState(Idle);
}
}
},
Jumping() {
@Override
public void enter(PlayerAgent agent) {
}
@Override
public void update(PlayerAgent agent) {
agent.moveOnAir();
if (agent.body.getLinearVelocity().y < 0)
agent.stateMachine.changeState(Falling);
/* else if (agent.jumpOnAir())
agent.stateMachine.changeState(DoubleJumping);*/
}
},
DoubleJumping () {
@Override
public void update(PlayerAgent agent) {
agent.moveOnAir();
if (agent.body.getLinearVelocity().y < 0)
agent.stateMachine.changeState(Falling);
}
},
Falling() {
@Override
public void update(PlayerAgent agent) {
agent.moveOnAir();
if (agent.isTouchingGround) {
agent.stateMachine.changeState(Idle);
} else {
if (agent.stateMachine.getPreviousState() != DoubleJumping) {
if (agent.jumpOnAir())
agent.stateMachine.changeState(DoubleJumping);
}
}
}
};
@Override
public void enter(PlayerAgent agent) {
// System.out.println(this.toString());
}
@Override
public void update(PlayerAgent agent) {
}
@Override
public void exit(PlayerAgent agent) {
agent.timer = 0.0f;
}
@Override
public boolean onMessage(PlayerAgent agent, Telegram telegram) {
return false;
}
}
但是我至少需要这个状态来实现播放器动画:
public enum PlayerAnimations {
Idle, Walking, Jumping, DoubleJumping, Falling, Attack, JumpAttack, FallingAttack, FallAttack, Hit, Die;
}
在这个打包纹理上您还可以看到更多内容: Player Animations Atlas
public class PlayerAgent implements Updateable {
private Entity player;
protected Body body;
private TransformComponent transform;
SensorCollisionComponent sensors;
protected static StateMachine<PlayerAgent, PlayerState> stateMachine;
public boolean isTouchingGround = true;
public boolean isTouchingWallLeft = false;
public boolean isTouchingWallRight = false;
public static float timer = 0.0f;
public PlayerAgent(Entity player) {
this.player = player;
body = player.getComponent(B2dBodyComponent.class).body;
transform = player.getComponent(TransformComponent.class);
sensors = player.getComponent(SensorCollisionComponent.class);
stateMachine = new DefaultStateMachine<PlayerAgent, PlayerState>(this, PlayerState.Idle);
}
@Override
public void update(float deltaTime) {
isTouchingGround = (sensors.numFoot > 0);
isTouchingWallLeft = (sensors.numLeftWall > 0);
isTouchingWallRight = (sensors.numRightWall > 0);
stateMachine.update();
if (!KeyboardController.left && !KeyboardController.right)
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 0, 0.2f), body.getLinearVelocity().y);
}
public static PlayerState getCurrentState(){
return stateMachine.getCurrentState();
}
public static PlayerState getLastState(){
return stateMachine.getPreviousState();
}
public static boolean isInState(PlayerState state){
return stateMachine.isInState(state);
}
public boolean moveOnGround() {
if (KeyboardController.left) {
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}
if (KeyboardController.right){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = false;
}
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.7f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
}
return (KeyboardController.left || KeyboardController.right);
}
public boolean moveOnAir(){
if (KeyboardController.left){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -1.5f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}if (KeyboardController.right){
transform.flipX = false;
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 1.5f, 0.1f), body.getLinearVelocity().y);
}
return (KeyboardController.left || KeyboardController.right);
}
public boolean jumpOnAir(){
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.5f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
return true;
}
return false;
}
}
动画系统中负责播放器的代码:
PlayerComponent pc = pm.get(entity);
if (pc.attacking) {
switch (PlayerAgent.getCurrentState()) {
case Idle:
case Walking:
if(PlayerAgent.getLastState() == PlayerState.Falling) {
key = PlayerAnimations.FallAttack.ordinal();
if(ani.animations.get(key).isAnimationFinished(PlayerAgent.timer)) pc.attacking = false;
}else
key = PlayerAnimations.Attack.ordinal();
break;
case Jumping:
case DoubleJumping:
key = PlayerAnimations.JumpAttack.ordinal();
break;
case Falling:
key = PlayerAnimations.FallingAttack.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
} else {
switch (PlayerAgent.getCurrentState()) {
case Idle:
key = PlayerAnimations.Idle.ordinal();
break;
case Walking:
key = PlayerAnimations.Walking.ordinal();
break;
case Jumping:
key = PlayerAnimations.Jumping.ordinal();
break;
case DoubleJumping:
key = PlayerAnimations.DoubleJumping.ordinal();
break;
case Falling:
key = PlayerAnimations.Falling.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
}
PlayerAgent.timer += deltaTime;
}
我正在考虑在状态中设置状态,例如“接地”->“空闲”、“行走”。但我仍然不知道如何使玩家 AttackStates。
最佳答案
经过一番挖掘,我找到了一个解决方案,至少现在是这样,所以对于任何遇到同样问题的人来说,我是如何解决它的。
我首先创建了一个名为 PlayerAttackState
的新攻击状态。
public enum PlayerAttackState implements State<PlayerAgent> {
NONE(){
@Override
public void enter(PlayerAgent agent) {
agent.attacking = false;
agent.lastAttack = System.currentTimeMillis();
}
@Override
public void update(PlayerAgent agent) {
if (KeyboardController.attack && !agent.attacking) {
agent.attacking = true;
KeyboardController.attack = false;
agent.attackStateMachine.changeState(Attacking);
//agent.playerComp.attack();
}
}
},
Attacking(){
@Override
public void enter(PlayerAgent agent) {
agent.timer = 0f;
agent.attackCombo++;
if (agent.attackCombo > 3 || System.currentTimeMillis() - agent.lastAttack > 100) agent.attackCombo = 1;
if (agent.stateMachine.isInState(PlayerState.Jumping) || agent.stateMachine.isInState(PlayerState.DoubleJumping))
agent.attackStateMachine.changeState(AirAttack);
}
@Override
public void update(PlayerAgent agent) {
super.update(agent);
if (agent.stateMachine.isInState(PlayerState.Jumping) || agent.stateMachine.isInState(PlayerState.DoubleJumping))
agent.attackStateMachine.changeState(AirAttack);
}
},
AirAttack(){
@Override
public void enter(PlayerAgent agent) {
if (agent.attackCombo >= 2) {
agent.attackCombo = 1;
agent.attackStateMachine.changeState(FallingAttack);
}
}
@Override
public void update(PlayerAgent agent) {
super.update(agent);
if (agent.attackCombo == 3) {
agent.attackCombo = 1;
agent.attackStateMachine.changeState(FallingAttack);
}
}
},
FallingAttack(){
@Override
public void enter(PlayerAgent agent) {
}
@Override
public void update(PlayerAgent agent) {
if (agent.stateMachine.isInState(PlayerState.Idle) || agent.stateMachine.isInState(PlayerState.Walking))
agent.attackStateMachine.changeState(FallAttack);
else if (agent.stateMachine.isInState(PlayerState.DoubleJumping))
agent.attackStateMachine.changeState(AirAttack);
}
},
FallAttack(){
@Override
public void update(PlayerAgent agent) {
super.update(agent);
}
},
;
@Override
public void enter(PlayerAgent agent) {
}
@Override
public void update(PlayerAgent agent) {
if (agent.animation.isAnimationFinished(agent.timer))
agent.attackStateMachine.changeState(NONE);
}
@Override
public void exit(PlayerAgent agent) {
}
@Override
public boolean onMessage(PlayerAgent agent, Telegram telegram) {
return false;
}
}
因此,在此之后,我需要在 PlayerAgent
类中为其添加一个状态机和一些其他变量。
public class PlayerAgent implements Updateable {
private Entity player;
protected Body body;
private TransformComponent transform;
public SensorCollisionComponent sensors;
public PlayerComponent playerComp;
public AttackComponent attackComp;
protected static StateMachine<PlayerAgent, PlayerState> stateMachine;
protected static StateMachine<PlayerAgent, PlayerAttackState> attackStateMachine;
public boolean isTouchingGround = true;
public boolean isTouchingWallLeft = false;
public boolean isTouchingWallRight = false;
public static boolean attacking = false;
public static Animation animation = null;
public static float timer = 0.0f;
public static int attackCombo = 0;
public long lastAttack = 0l;
public PlayerAgent(Entity player) {
this.player = player;
body = player.getComponent(B2dBodyComponent.class).body;
transform = player.getComponent(TransformComponent.class);
sensors = player.getComponent(SensorCollisionComponent.class);
playerComp = player.getComponent(PlayerComponent.class);
attackComp = player.getComponent(AttackComponent.class);
stateMachine = new DefaultStateMachine<PlayerAgent, PlayerState>(this, PlayerState.Idle);
attackStateMachine = new DefaultStateMachine<PlayerAgent, PlayerAttackState>(this, PlayerAttackState.NONE);
}
@Override
public void update(float deltaTime) {
isTouchingGround = (sensors.numFoot > 0);
isTouchingWallLeft = (sensors.numLeftWall > 0);
isTouchingWallRight = (sensors.numRightWall > 0);
stateMachine.update();
attackStateMachine.update();
if (!KeyboardController.left && !KeyboardController.right)
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 0, 0.2f), body.getLinearVelocity().y);
}
public static PlayerState getCurrentState(){
return stateMachine.getCurrentState();
}
public static PlayerAttackState getAttackState(){return attackStateMachine.getCurrentState();}
public static PlayerState getLastState(){
return stateMachine.getPreviousState();
}
public static boolean isInState(PlayerState state){
return stateMachine.isInState(state);
}
public boolean moveOnGround() {
if (KeyboardController.left) {
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}
if (KeyboardController.right){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = false;
}
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.7f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
}
return (KeyboardController.left || KeyboardController.right);
}
public boolean moveOnAir(){
if (KeyboardController.left){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -1.5f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}if (KeyboardController.right){
transform.flipX = false;
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 1.5f, 0.1f), body.getLinearVelocity().y);
}
return (KeyboardController.left || KeyboardController.right);
}
public boolean jumpOnAir(){
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.5f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
return true;
}
return false;
}
}
最后,我需要为播放器设置动画,因此我创建了一个名为 PlayerAnimations
的枚举。
public enum PlayerAnimations {
Idle,
Walking,
Jumping, DoubleJumping,
Falling,
Attack_1, Attack_2, Attack_3,
AirAttack_1, AirAttack_2,
FallingAttack, FallAttack,
Hit,
Die
}
然后使用 AniamtionSystem
渲染它们。
switch (PlayerAgent.getAttackState()) {
case NONE:
switch (PlayerAgent.getCurrentState()) {
case Idle:
key = PlayerAnimations.Idle.ordinal();
break;
case Walking:
key = PlayerAnimations.Walking.ordinal();
break;
case Jumping:
key = PlayerAnimations.Jumping.ordinal();
break;
case DoubleJumping:
key = PlayerAnimations.DoubleJumping.ordinal();
break;
case Falling:
key = PlayerAnimations.Falling.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
break;
case Attacking:
switch (PlayerAgent.attackCombo) {
case 1:
key = PlayerAnimations.Attack_1.ordinal();
break;
case 2:
key = PlayerAnimations.Attack_2.ordinal();
break;
case 3:
key = PlayerAnimations.Attack_3.ordinal();
break;
default:
key = PlayerAnimations.Attack_1.ordinal();
System.out.println("Attack Combo Error");
break;
}
break;
case AirAttack:
switch (PlayerAgent.attackCombo) {
case 1:
key = PlayerAnimations.AirAttack_1.ordinal();
break;
case 2:
key = PlayerAnimations.AirAttack_2.ordinal();
break;
default:
key = PlayerAnimations.AirAttack_1.ordinal();
System.out.println("Air Attack Combo Error");
break;
}
break;
case FallingAttack:
key = PlayerAnimations.FallingAttack.ordinal();
break;
case FallAttack:
key = PlayerAnimations.FallAttack.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
timer = PlayerAgent.timer;
PlayerAgent.timer += deltaTime;
PlayerAgent.animation = ani.animations.get(key);
}
tex.region = ani.animations.get(key).getKeyFrame(timer);
希望这可以帮助一些人,再次为我糟糕的英语感到抱歉。如果您有任何疑问,请随时问我。
关于java - 在 Ashley ECS 中使用有限状态机制作动画播放器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52569349/
我有一个关于复杂性的简单问题。我在 Java 中有这段代码: pairs是 HashMap包含 Integer作为键,它的频率为 Collection作为一个值。所以: pairs = new Has
对于我的应用程序,我需要在 Coq 中使用和推理有限映射。谷歌搜索我发现 FMapAVL 似乎非常适合我的需求。问题是文档很少,我还没有弄清楚我应该如何使用它。 作为一个简单的例子,考虑以下使用对列表
我有一个主表tblAssetMaster A和一个移动表tblMovement M。 我想提取所有 Assets 及其当前位置,因此需要获取每个 Assets 的最新移动条目。 字段 A: Asset
我想让我的网站内容居中,但仅限于网页的特定宽度。所以当它超过 500px 时,我希望内容被修复,无法进一步拉伸(stretch)。无论如何都要这样做,还是我最好把所有东西都修好?希望有意义的是添加一些
我正在尝试批量删除 Backbone 模型的集合,如下所示...... collection.each(function(model, i){ model.destroy(); }); 我发现当每
我想要一个软件环境,在其中我可以在具有特定资源的硬件上测试我的软件的速度。例如,当我的主机硬件是具有 12GB RAM 的 3GHz 四核 amd64 时,该程序在具有 24 Mb RAM 的 800
在 Eclipse 中,我得到了 BigInteger.valueOf(2).pow(31093) 的值,但没有得到 BigInteger.valueOf(2).pow(31094) 的值(它是空的)
关闭。这个问题不符合Stack Overflow guidelines .它目前不接受答案。 要求提供代码的问题必须表现出对所解决问题的最低限度理解。包括尝试过的解决方案、为什么它们不起作用,以及预
我想将 2 个表从本地 sql server 2000 上传到托管的 mysql。第一个表有 17 列和 680 行,其他 10 列和 8071 行。 我首先使用 xampp mysql 尝试离线,它
我在 S3 中自动生成并保存了静态 html 文件。有时文件大小达到 2mb。是否可以使用javascript来获取html文件的一部分,显示它,当用户到达页面底部时,获取下一部分等等? 最佳答案 X
我是一名优秀的程序员,十分优秀!