我很难让追车相机跟着车身走。我正在修补赛车游戏示例项目。平铺贴图是1024 x 786,摄影机设置为追逐车身。代码如下:
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
this.mScene = new Scene();
//this.mScene.setBackground(new Background(0, 0, 0));
/** Tiled Map Test **/
try {
final TMXLoader tmxLoader = new TMXLoader(this.getAssets(), this.mEngine.getTextureManager(), TextureOptions.BILINEAR_PREMULTIPLYALPHA,
this.getVertexBufferObjectManager(), new ITMXTilePropertiesListener() {
@Override
public void onTMXTileWithPropertiesCreated(final TMXTiledMap pTMXTiledMap, final TMXLayer pTMXLayer, final TMXTile pTMXTile,
final TMXProperties<TMXTileProperty> pTMXTileProperties) {
/* We are going to count the tiles that have the property "box=true" or "boxBool=true" set. */
if(pTMXTileProperties.containsTMXProperty("box", "true")) {
SpeedsterGameActivity.this.numBoxes++;
}
}
});
// Load the TMX file into an Object
this.mTMXTiledMap = tmxLoader.loadFromAsset("tmx/level3.tmx");
this.runOnUiThread(new Runnable() {
@Override
public void run() {
Toast.makeText( SpeedsterGameActivity.this, "Box count in this TMXTiledMap: " + SpeedsterGameActivity.this.numBoxes, Toast.LENGTH_LONG).show();
}
});
} catch (final TMXLoadException e) {
Debug.e(e);
}
// Get the first TMX Layer and add it to the scene
final TMXLayer tmxLayer = this.mTMXTiledMap.getTMXLayers().get(0);
this.mScene.attachChild(tmxLayer);
/* Make the camera not exceed the bounds of the TMXEntity. */
this.mBoundChaseCamera.setBounds(0, 0, tmxLayer.getHeight(), tmxLayer.getWidth());
this.mBoundChaseCamera.setBoundsEnabled(true);
/* Debugging stuff */
Debug.i( "Game Info", "Height & Width: " + tmxLayer.getHeight() + " x " + tmxLayer.getWidth() );
int[] maxTextureSize = new int[1];
GLES20.glGetIntegerv( GLES20.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0);
Debug.i("Game Info", "Max texture size = " + maxTextureSize[0]);
/**********/
/* Calculate the coordinates for the face, so its centered on the camera. */
final float centerX = (CAMERA_WIDTH - this.mVehiclesTextureRegion.getWidth()) / 2;
final float centerY = (CAMERA_HEIGHT - this.mVehiclesTextureRegion.getHeight()) / 2;
/* Create the sprite and add it to the scene. */
final AnimatedSprite player = new AnimatedSprite(centerX, centerY, this.mVehiclesTextureRegion, this.getVertexBufferObjectManager());
this.mBoundChaseCamera.setChaseEntity(player);
/********************/
this.mPhysicsWorld = new FixedStepPhysicsWorld(30, new Vector2(0, 0), false, 8, 1);
//this.initRacetrack();
//this.initRacetrackBorders();
this.initCar();
this.initObstacles();
this.initOnScreenControls();
this.mScene.registerUpdateHandler(this.mPhysicsWorld);
}发布于 2012-02-14 04:48:37
问题的一个可能原因是您的相机大小也是1024x786,因此会显示完整的相机矩形,并且由于您启用了边界,因此相机不会跟随汽车。
省略行this.mBoundChaseCamera.setBoundsEnabled(true);。
另一个问题是-相机跟踪player对象,一旦onCreateScene执行完毕,您将丢失对该对象的引用。您没有使用PhysicsConnector类将player对象连接到物理体,因此它没有移动的理由。
否则,如果车身和实体是在initCar方法中创建的,则不会将汽车设置为chase实体。
https://stackoverflow.com/questions/9256335
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