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java - 使用 MVC 布局实现游戏状态?

转载 作者:行者123 更新时间:2023-11-30 04:43:08 28 4
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您好,我正在创建一个基本游戏并尝试用我的代码实现 MVC 模式。我目前有:型号游戏对象、云、船水等。

世界这将所有模型联系在一起并定义对象

世界渲染器这会将所有纹理应用于对象

游戏画面这处理用户输入、触摸或键盘。

我的问题是如何以及在哪里实现游戏状态?我假设它会进入 GameScreen,但我已经实现了状态的基本布局,READY,RUNNING,PAUSED,NEXT_LVL,GAME_OVER,

但是我发现当出现“READY”状态时,游戏正在后台运行?

这是在世界渲染器中定义的,即水等级在背景中的屏幕上上升,但我希望这种情况仅在游戏状态切换到运行时发生。

当 Gamstate 切换到运行状态时,如何让 Gamestate 仅初始化 WorldRenderer。我已将语句 renderer.render(); 应用到 RUNNING 语句中,但它仍然在 READY 状态下运行。

对此的任何帮助将不胜感激。

干杯

丹尼尔。

我正在附加 WorldRenderer、World 和 GameScreen 类

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();


}



}

世界级

  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() {


}
}

世界渲染器类

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();

}
}

请原谅困惑的代码..正在清理和调试问题..

最佳答案

底线:您的 GameScreen 处于 READY 状态,但您的 WorldRenderer 并不知道这一点,并继续其快乐的方式。您需要确保您的 WorldRenderer 具有映射到 GameScreen 状态的状态。

您在 GameScreen.draw() 中对 renderer.render(deltaTime) 的调用是罪魁祸首。无论 GameScreen 中的状态如何,它都会始终更新事物的位置。

假设所需的效果是在后台绘制游戏,但游戏尚未开始 -

  1. WorldRenderer 添加一个状态枚举,该状态枚举至少处于 WAITINGPLAYING 状态,并具有此枚举类型的字段。确保在 WorldRenderer 中创建了一个公共(public)方法,允许 GameScreen 设置此值。
  2. GameScreen创建WorldRenderer时,请确保调用WorldRenderer状态并将其设置为WAITING
  3. GameScreen转换到播放状态时,调用WorldRenderer状态并将其设置为PLAYING
  4. WorldRenderer 中,仔细定义在 WAITING 状态、PLAYING 状态以及这两种状态下需要执行的操作。在这种情况下,您不希望水位上升,因此如果您处于 WAITING 状态,请不要更改水位和船的高度。

关于java - 使用 MVC 布局实现游戏状态?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11766572/

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