libGDX跨平台游戏开发框架入门:小游戏完整版汇总篇

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libGDX跨平台游戏开发框架入门:小游戏完整版汇总篇

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前言

在前面四章中(juejin.cn/post/696995…),(juejin.cn/post/697032…),(juejin.cn/post/697068…), (juejin.cn/post/697107…), (juejin.cn/post/697130…)我们完整介绍了如何搭建libGDX开发环境和如何运行项目,以及项目中的模块作用等情况,对libGDX有了基本认识。 通过加载资源篇、图形渲染篇和屏幕触摸、鼠标及键盘监听实现精灵移动,基本上涵盖了libGDX资源管理、图形渲染、音效播放以及屏幕触摸、鼠标及键盘等输入设备监听相关的api内容,本章,我们将通过汇总之前得文章,整合完整的小游戏代码。

为了更加清楚的描述每个api作用,我们将使用大量的代码和描述,来阐述每个api的作用和用途,所以我们将开发小游戏分为四个部分讲解,由于篇幅限制,我们分为三章讲解各个部分主要内容,最后一篇进行汇总:

  1. 加载资源篇
  2. 图形渲染、清屏和音效播放篇
  3. 鼠标键盘输入和移动篇
  4. 小游戏完整版汇总篇

小游戏完整版汇总篇

这是我们简单游戏的小源代码:

    import java.util.Iterator;

    import com.badlogic.gdx.ApplicationAdapter;
    import com.badlogic.gdx.Gdx;
    import com.badlogic.gdx.Input.Keys;
    import com.badlogic.gdx.audio.Music;
    import com.badlogic.gdx.audio.Sound;
    import com.badlogic.gdx.graphics.OrthographicCamera;
    import com.badlogic.gdx.graphics.Texture;
    import com.badlogic.gdx.graphics.g2d.SpriteBatch;
    import com.badlogic.gdx.math.MathUtils;
    import com.badlogic.gdx.math.Rectangle;
    import com.badlogic.gdx.math.Vector3;
    import com.badlogic.gdx.utils.Array;
    import com.badlogic.gdx.utils.ScreenUtils;
    import com.badlogic.gdx.utils.TimeUtils;

    public class Drop extends ApplicationAdapter {
       private Texture dropImage;
       private Texture bucketImage;
       private Sound dropSound;
       private Music rainMusic;
       private SpriteBatch batch;
       private OrthographicCamera camera;
       private Rectangle bucket;
       private Array<Rectangle> raindrops;
       private long lastDropTime;

       @Override
       public void create() {
          // load the images for the droplet and the bucket, 64x64 pixels each
          dropImage = new Texture(Gdx.files.internal("droplet.png"));
          bucketImage = new Texture(Gdx.files.internal("bucket.png"));

          // load the drop sound effect and the rain background "music"
          dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
          rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));

          // start the playback of the background music immediately
          rainMusic.setLooping(true);
          rainMusic.play();

          // create the camera and the SpriteBatch
          camera = new OrthographicCamera();
          camera.setToOrtho(false, 800, 480);
          batch = new SpriteBatch();

          // create a Rectangle to logically represent the bucket
          bucket = new Rectangle();
          bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally
          bucket.y = 20; // bottom left corner of the bucket is 20 pixels above the bottom screen edge
          bucket.width = 64;
          bucket.height = 64;

          // create the raindrops array and spawn the first raindrop
          raindrops = new Array<Rectangle>();
          spawnRaindrop();
       }

       private void spawnRaindrop() {
          Rectangle raindrop = new Rectangle();
          raindrop.x = MathUtils.random(0, 800-64);
          raindrop.y = 480;
          raindrop.width = 64;
          raindrop.height = 64;
          raindrops.add(raindrop);
          lastDropTime = TimeUtils.nanoTime();
       }

       @Override
       public void render() {
          // clear the screen with a dark blue color. The
          // arguments to clear are the red, green
          // blue and alpha component in the range [0,1]
          // of the color to be used to clear the screen.
          ScreenUtils.clear(0, 0, 0.2f, 1);

          // tell the camera to update its matrices.
          camera.update();

          // tell the SpriteBatch to render in the
          // coordinate system specified by the camera.
          batch.setProjectionMatrix(camera.combined);

          // begin a new batch and draw the bucket and
          // all drops
          batch.begin();
          batch.draw(bucketImage, bucket.x, bucket.y);
          for(Rectangle raindrop: raindrops) {
             batch.draw(dropImage, raindrop.x, raindrop.y);
          }
          batch.end();

          // process user input
          if(Gdx.input.isTouched()) {
             Vector3 touchPos = new Vector3();
             touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
             camera.unproject(touchPos);
             bucket.x = touchPos.x - 64 / 2;
          }
          if(Gdx.input.isKeyPressed(Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime();
          if(Gdx.input.isKeyPressed(Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime();

          // make sure the bucket stays within the screen bounds
          if(bucket.x < 0) bucket.x = 0;
          if(bucket.x > 800 - 64) bucket.x = 800 - 64;

          // check if we need to create a new raindrop
          if(TimeUtils.nanoTime() - lastDropTime > 1000000000) spawnRaindrop();

          // move the raindrops, remove any that are beneath the bottom edge of
          // the screen or that hit the bucket. In the latter case we play back
          // a sound effect as well.
          for (Iterator<Rectangle> iter = raindrops.iterator(); iter.hasNext(); ) {
             Rectangle raindrop = iter.next();
             raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
             if(raindrop.y + 64 < 0) iter.remove();
             if(raindrop.overlaps(bucket)) {
                dropSound.play();
                iter.remove();
             }
          }
       }

       @Override
       public void dispose() {
          // dispose of all the native resources
          dropImage.dispose();
          bucketImage.dispose();
          dropSound.dispose();
          rainMusic.dispose();
          batch.dispose();
       }
    }
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本章如何使用 libGDX 创建和编写小游戏的简单的示例。从这里开始,并不意味着结束,意味着我们已经简单的了解了libGDX的大体结构和几个常用的api,还有很多libGDX的技术点没有讲到,后面我们会针对 Screens 和 Games进行优化和完善这个小游戏。

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