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[libgdx游戏开发教程]使用Libgdx进行游戏开发(2)-游戏框架搭建

2016-12-16 10:06 561 查看
根据第一章设计的架构,让我们抛开理论开始code吧。
入口类CanyonBunnyMain的代码:

package com.packtpub.libgdx.canyonbunny;

import com.badlogic.gdx.ApplicationListener;
import com.packtpub.libgdx.canyonbunny.game.WorldController;
import com.packtpub.libgdx.canyonbunny.game.WorldRenderer;

public class CanyonBunnyMain implements ApplicationListener {
private static final String TAG = CanyonBunnyMain.class.getName();
private WorldController worldController;
private WorldRenderer worldRenderer;

@Override
public void create() {
}

@Override
public void render() {
}

@Override
public void resize(int width, int height) {
}

@Override
public void pause() {
}

@Override
public void resume() {
}

@Override
public void dispose() {
}
}


WorldController

package com.packtpub.libgdx.canyonbunny.game;

public class WorldController {
private static final String TAG = WorldController.class.getName();

public WorldController() {
}

private void init() {
}

public void update(float deltaTime) {
}
}


WorldRenderer

package com.packtpub.libgdx.canyonbunny.game;

import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.Disposable;
import com.packtpub.libgdx.canyonbunny.util.Constants;

public class WorldRenderer implements Disposable {
private OrthographicCamera camera;
private SpriteBatch batch;
private WorldController worldController;

public WorldRenderer(WorldController worldController) {
}

private void init() {
}

public void render() {
}

public void resize(int width, int height) {
}

@Override
public void dispose() {
}
}


我们完成了CanyonBunnyMain, WorldController, WorldRenderer的第一个基本版本(骨架)。

有必要回顾一下我们框架的核心点:游戏主循环是在CanyonBunnyMain类的render()方法中。

要把三者联系起来,首先在create()中添加:

@Override
public void create() {
// Set Libgdx log level to DEBUG
Gdx.app.setLogLevel(Application.LOG_DEBUG);
// Initialize controller and renderer
worldController = new WorldController();
worldRenderer = new WorldRenderer(worldCont
4000
roller);
}


然后在render里调用

@Override
public void render() {
// Update game world by the time that has passed
// since last rendered frame.
worldController.update(Gdx.graphics.getDeltaTime());
// Sets the clear screen color to: Cornflower Blue
Gdx.gl.glClearColor(0x64 / 255.0f, 0x95 / 255.0f, 0xed / 255.0f,0xff / 255.0f);
//or Gdx.gl.glClearColor(100/255.0f, 149/255.0f, 237/255.0f, 255/255.0f);自定义的颜色
// Clears the screen
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Render game world to screen
worldRenderer.render();
}


顺便修改下resize():(在游戏开始改变窗口大小的时候会触发)

@Override
public void resize(int width, int height) {
worldRenderer.resize(width, height);
}


之后是dispose

@Override
public void dispose() {
worldRenderer.dispose();
}


【在Android下,可以做个小改进】

在Android上进行暂停的时候:我们让游戏别渲染了。

 加个标志位

private boolean paused;


create()和render()里增加paused控制:

@Override
public void create() {
// Set Libgdx log level to DEBUG
Gdx.app.setLogLevel(Application.LOG_DEBUG);
// Initialize controller and renderer
worldController = new WorldController();
worldRenderer = new WorldRenderer(worldController);
// Game world is active on start
paused = false;
}

@Override
public void render() {
// Do not update game world when paused.
if (!paused) {
// Update game world by the time that has passed
// since last rendered frame.
worldController.update(Gdx.graphics.getDeltaTime());
}
// Sets the clear screen color to: Cornflower Blue
Gdx.gl.glClearColor(0x64 / 255.0f, 0x95 / 255.0f, 0xed / 255.0f,
0xff / 255.0f);
// Clears the screen
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Render game world to screen
worldRenderer.render();
}


加上切换的代码:

@Override
public void pause() {
paused = true;
}

@Override
public void resume() {
paused = false;
}


OK。整合在一起了。运行看看效果。



太棒了。(你应该猜到了这里使用的设计模式就是MVC模式)

接下来,我们需要一个常量类来保存所有用到的常量。

Constants.java

public class Constants {
// Visible game world is 5 meters wide
public static final float VIEWPORT_WIDTH = 5.0f;
// Visible game world is 5 meters tall
public static final float VIEWPORT_HEIGHT = 5.0f;
}


现在需要在屏幕上加点东东了。我们现在在屏幕上画5个箱子。有人已经开始在准备箱子的图片了,这里我们不用图片,自己画。

(画一个矩形填上色,画两个对角线,再画个矩形边框,不就是个箱子吗?哈哈)像素画是不会美工的程序员的最爱,除了比较简单,还因为可以用程序画出来。

当然,用图片也是一样的。


首先要在脑子里想清楚,箱子对象归谁管理?画箱子这个职责是谁的?

箱子对象自然是由控制器来管理:为了方便识别,我们让其中一个箱子作为当前选中的箱子,并且让它自转。

public Sprite[] testSprites;

public int selectedSprite;

public WorldController() {
init();
}

private void init() {
initTestObjects();
}

private void initTestObjects() {
// Create new array for 5 sprites
testSprites = new Sprite[5];
// Create empty POT-sized Pixmap with 8 bit RGBA pixel data
int width = 32;
int height = 32;
Pixmap pixmap = createProceduralPixmap(width, height);
// Create a new texture from pixmap data
Texture texture = new Texture(pixmap);
// Create new sprites using the just created texture
for (int i = 0; i < testSprites.length; i++) {
Sprite spr = new Sprite(texture);
// Define sprite size to be 1m x 1m in game world
spr.setSize(1, 1);
// Set origin to sprite's center
spr.setOrigin(spr.getWidth() / 2.0f, spr.getHeight() / 2.0f);
// Calculate random position for sprite
float randomX = MathUtils.random(-2.0f, 2.0f);
float randomY = MathUtils.random(-2.0f, 2.0f);
spr.setPosition(randomX, randomY);
// Put new sprite into array
testSprites[i] = spr;
}
// Set first sprite as selected one
selectedSprite = 0;
}

private Pixmap createProceduralPixmap(int width, int height) {
Pixmap pixmap = new Pixmap(width, height, Format.RGBA8888);
// Fill square with red color at 50% opacity
pixmap.setColor(1, 0, 0, 0.5f);
pixmap.fill();
// Draw a yellow-colored X shape on square
pixmap.setColor(1, 1, 0, 1);
pixmap.drawLine(0, 0, width, height);
pixmap.drawLine(width, 0, 0, height);
// Draw a cyan-colored border around square
pixmap.setColor(0, 1, 1, 1);
pixmap.drawRectangle(0, 0, width, height);
return pixmap;
}

public void update(float deltaTime) {
updateTestObjects(deltaTime);
}

private void updateTestObjects(float deltaTime) {
// Get current rotation from selected sprite
float rotation = testSprites[selectedSprite].getRotation();
// Rotate sprite by 90 degrees per second
rotation += 90 * deltaTime;
// Wrap around at 360 degrees
rotation %= 360;
// Set new rotation value to selected sprite
testSprites[selectedSprite].setRotation(rotation);
}




注意:这里并没有任何涉及画箱子的部分(这里只是用代码生成了一副像素画,还没有显示)。不要和render搞混淆了。

接下来WorldRender负责把它画出来。

public WorldRenderer(WorldController worldController) {
this.worldController = worldController;
init();
}

private void init() {
batch = new SpriteBatch();
camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH,
Constants.VIEWPORT_HEIGHT);
camera.position.set(0, 0, 0);
camera.update();
}

public void render() {
renderTestObjects();
}

private void renderTestObjects() {
batch.setProjectionMatrix(camera.combined);
batch.begin();
for (Sprite sprite : worldController.testSprites) {
sprite.draw(batch);
}
batch.end();
}

public void resize(int width, int height) {
camera.viewportWidth = (Constants.VIEWPORT_HEIGHT / height) * width;
camera.update();
}

@Override
public void dispose() {
batch.dispose();
}


看看效果



 至此,MVC模式的基本框架完成了。

接下来,我们需要开发一些Debug的控制功能来方便我们的开发。

比如

按上下左右,当前选中的箱子就开始上下左右移动。

按R键,游戏场景重新初始化。

按空格键,下一个箱子被选中。

再比如摄像机跟随当前箱子,视角放大缩小。

不用急着看下一章的代码实现,自己先试试用代码实现这些功能。

PS:欢迎各路游戏爱好者入群 426950359

 
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