キーLEFTを押すと左に反転したいアニメーションがありますが、反転していません。それは1フレームのようにフリップし、その後再び戻ってくる。Java libGDX Game - アニメーションが反転しない
public class GameScreen extends ScreenManager{
//For the view of the game and the rendering
private SpriteBatch batch;
private OrthographicCamera cam;
//DEBUG
private Box2DDebugRenderer b2dr;
//World, Player and so on
private GameWorld world;
private Player player;
private Ground ground;
//player animations
private TextureRegion currFrame;
public static float w, h;
public GameScreen(Game game) {
super(game);
//vars
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
//view and rendering
batch = new SpriteBatch();
cam = new OrthographicCamera();
cam.setToOrtho(false, w/2, h/2);
//debug
b2dr = new Box2DDebugRenderer();
//world, bodies ...
world = new GameWorld();
player = new Player(world);
ground = new Ground(world);
}
@Override
public void pause() {
}
@Override
public void show() {
}
@Override
public void render(float delta) {
//clearing the screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//updating
update(Gdx.graphics.getDeltaTime());
player.stateTime += Gdx.graphics.getDeltaTime();
//render
batch.setProjectionMatrix(cam.combined);
currFrame = Player.anim.getKeyFrame(Player.stateTime, true);
batch.begin();
batch.draw(currFrame, Player.body.getPosition().x * PPM - 64, Player.getBody().getPosition().y * PPM- 72);
batch.end();
//debug
b2dr.render(GameWorld.getWorld(), cam.combined.scl(PPM));
}
@Override
public void resize(int width, int height) {
}
@Override
public void hide() {
}
@Override
public void dispose() {
}
@Override
public void onKlick(float delta) {
}
public void update(float delta){
world.update(delta);
updateCam(delta);
Player.keyInput(delta);
System.out.println("X-POS" + Player.getBody().getPosition().x);
System.out.println("Y-POS" + Player.getBody().getPosition().y);
}
public void updateCam(float delta){
Vector3 pos = cam.position;
pos.x = Player.getBody().getPosition().x * PPM;
pos.y = Player.getBody().getPosition().y * PPM;
cam.position.set(pos);
cam.update();
}
}
と、これはアニメーションがあるプレイヤークラスです:
public class Player {
public static Body body;
public static BodyDef def;
private FixtureDef fd;
//textures
public static Texture texture;
public static Sprite sprite;
public static TextureRegion[][] region;
public static TextureRegion[] idle;
public static Animation<TextureRegion> anim;
public static float stateTime;
//set form
private PolygonShape shape;
private GameScreen gs;
public Player(GameWorld world){
texture = new Texture(Gdx.files.internal("player/char_animation_standing.png"));
region = TextureRegion.split(texture, texture.getWidth()/3, texture.getHeight()/2);
idle = new TextureRegion[6];
int index = 0;
for(int i = 0; i < 2; i++){
for(int j = 0; j < 3; j++){
sprite = new Sprite(region[i][j]);
idle[index++] = sprite;
}
}
anim = new Animation<TextureRegion>(1/8f, idle);
stateTime = 0f;
def = new BodyDef();
def.fixedRotation = true;
def.position.set(gs.w/4, gs.h/4);
def.type = BodyType.DynamicBody;
body = world.getWorld().createBody(def);
shape = new PolygonShape();
shape.setAsBox(32/2/PPM, 64/ 2/PPM);
fd = new FixtureDef();
fd.shape = shape;
fd.density = 30;
body.createFixture(fd);
shape.dispose();
}
public static Body getBody() {
return body;
}
public static BodyDef getDef() {
return def;
}
public static Texture getTexture() {
return texture;
}
public static void keyInput(float delta){
int horizonForce = 0;
if(Gdx.input.isKeyJustPressed(Input.Keys.UP)){
body.applyLinearImpulse(0, 300f, body.getWorldCenter().x, body.getWorldCenter().y, true);
//body.applyForceToCenter(0, 1200f, true);
System.out.println("PRESSED");
}
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){
horizonForce -= 1;
sprite.flip(!sprite.isFlipX(), sprite.isFlipY());
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){
horizonForce += 1;
}
body.setLinearVelocity(horizonForce * 20, body.getLinearVelocity().y);
}
}
は、事前にあなたに感謝し、すべての答えが理解される:D
ここは私がすべてを描く私のGameScreenです
Ouuhh、あなたのために非常に答えてくれてありがとう! –
問題が解決する場合は、質問の正解としてください。 – arv
Playerに一度だけジャンプする方法を教えてもらえますか? –