これは私のジレンマです。 GamePadクラス(私はアンドロイドデバイス用のゲームコントローラ用にこのクラスを作った)を使って、稲妻攻撃のアニメーション化に問題があります。Libgdx - touchDown/touchUpとGdx.input.isKeyPressed/Gdx.input.isKeyJustPressed
Gdx.input.isKeyPressed(キー名)を使用すると、コードがフレームごとに重なり合って落雷攻撃を起こすことが分かりました。ですから、私はGdx.input.isKeyJustPressed()を使用し、1つの攻撃を作成し、それがアニメーション化され、完璧です。
GamePadクラスを作成するときに、タッチイベントを処理するリスナーを使用してイメージを作成しました。各ボタンについて、私はtouchDownとtouchUpメソッドを持っています。私のキャラクターを左から右へ走らせるとき、これらのタッチイベントは正常に動作します。しかし、Gdx.input.isKeyPressed()と同様に、落雷攻撃は各フレームごとに作成され、攻撃は互いに重ね合わされます。私は各フレームの攻撃の作成を修正するための回避策を試みましたが、イメージは静的であり、アニメーション化されません。これは60 fpsより優れていますが、私の問題は解決しません。
Gdx.input.isKeyJustPressed()に似たtouchDownイベントがありますか? GamePadクラスをConfigクラスと同じように修正するにはどうすればよいですか?
GamePad.java
public class GamePad implements Disposable{
private Viewport viewport;
public Stage stage;
boolean leftPressed, rightPressed, pausePressed, aPressed, bReleased, bPressed, bPreviouslyPressed;
private Config config = Config.getInstance();
private Table table;
public GamePad(){
viewport = new FitViewport(EIUGame.V_WIDTH, EIUGame.V_HEIGHT, new OrthographicCamera());
stage = new Stage(viewport);
table = new Table();
table.setFillParent(true);
table.bottom();
bPreviouslyPressed = false;
// "Left" Button
Image leftImg = new Image(new Texture("controller/leftButton.png"));
leftImg.setSize(35, 35);
leftImg.addListener(new InputListener(){
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
leftPressed = true;
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button){
leftPressed = false;
}
});
// "Right" Button
Image rightImg = new Image(new Texture("controller/rightButton.png"));
rightImg.setSize(35, 35);
rightImg.addListener(new InputListener(){
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
rightPressed = true;
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button){
rightPressed = false;
}
});
// "Pause" Button
Image pauseImg = new Image(new Texture("controller/pauseButton.png"));
pauseImg.setSize(15, 15);
pauseImg.addListener(new InputListener(){
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
pausePressed = true;
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button){
pausePressed = false;
}
});
// "A" Button
Image aImg = new Image(new Texture("controller/aButton.png"));
aImg.setSize(35, 35);
aImg.addListener(new InputListener(){
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
aPressed = true;
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button){
aPressed = false;
}
});
// "B" Button
Image bImg = new Image(new Texture("controller/bButton.png"));
bImg.setSize(35, 35);
bImg.addListener(new InputListener(){
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
bPressed = true;
setBReleased(false);
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button){
setBReleased(true);
bPreviouslyPressed = false;
bPressed = false;
}
});
table.add(leftImg).size(leftImg.getWidth(), leftImg.getHeight());
table.add().size(5,35);
table.add(rightImg).size(rightImg.getWidth(), rightImg.getHeight());
table.add().size(100, 35);
table.add(pauseImg).size(pauseImg.getWidth(), pauseImg.getHeight()).bottom();
table.add().size(100, 35);
table.add(bImg).size(bImg.getWidth(), bImg.getHeight());
table.add().size(5,35);
table.add(aImg).size(aImg.getWidth(), aImg.getHeight());
stage.addActor(table);
}
// Returns the stage object so that it can be added to a multiplexer
public Stage getStage() {
return stage;
}
public void draw(){
stage.draw();
}
public boolean isLeftPressed(){
return leftPressed;
}
public boolean isRightPressed(){
return rightPressed;
}
public boolean isPausePressed(){
return pausePressed;
}
public boolean isAPressed(){
return aPressed;
}
public boolean isBPressed(){
return bPressed;
}
public boolean isBPreviouslyPressed(){
return bPreviouslyPressed;
}
public boolean isBReleased(){
return bReleased;
}
public void setBReleased(boolean released){
bReleased = released;
}
public void resize(int width, int height){
viewport.update(width, height);
}
public void animateChamp(Champion champ, PauseState pause){
// Move Champion Right
if (isRightPressed() && champ.b2body.getLinearVelocity().x <= 2)
config.runRight(champ);
// Move Champion left
if (isLeftPressed() && champ.b2body.getLinearVelocity().x >= -2)
config.runLeft(champ);
// If A button is pressed and we are not jumping or falling, then Jump.
if (isAPressed() && (champ.getState() != champState.JUMPING && champ.getState() != champState.FALLING)){
config.jump(champ);
aPressed = false;
}
// Toggle Pause Menu
if (isPausePressed())
pause.togglePause();
// Precondition for next else-if statement
if (isBPressed() && champ.b2body.getLinearVelocity().x == 0 && champ.b2body.getLinearVelocity().y == 0){
bPressed = false;
bPreviouslyPressed = true;
}
// If b was pressed down but not released, and champion is not moving, use lightning attack
else if (bPreviouslyPressed && !isBReleased() && champ.b2body.getLinearVelocity().x == 0 && champ.b2body.getLinearVelocity().y == 0){
champ.setMobileTrigger(true); // Sets champion state to attacking region
config.setMLightningActive(true);
config.lightningAttack(champ);
}
// Exit lightning attack if moved
else if (!isBReleased() && (champ.b2body.getLinearVelocity().x != 0 || champ.b2body.getLinearVelocity().y != 0)){
champ.setMobileTrigger(false);
config.setMLightningActive(false);
bReleased = true;
}
// Exit lightning attack if button released
else if (isBReleased() && config.getMLightningActive()){
champ.setMobileTrigger(false); // Does not alter champion state
config.setMLightningActive(false);
bReleased = true;
}
// Attack when moving
else if (isBPressed()){
config.attack(champ);
bPressed = false;
}
}
@Override
public void dispose(){
stage.dispose();
}
}
Config.java
public final class Config {
private static final Config instance = new Config();
private int moveLeft;
private int moveRight;
private int jump;
private int attack;
private String lStr;
private String rStr;
private String jStr;
private String aStr;
private boolean lightningActive = false;
private boolean MlightningActive = false; // Mobile Game
// Default constructor sets the keys to a default schema
private Config() {
moveLeft = Input.Keys.A;
moveRight = Input.Keys.D;
jump = Input.Keys.L;
attack = Input.Keys.J;
lStr = "A";
rStr = "D";
jStr = "L";
aStr = "J";
}
// Return the instance of the class
public static Config getInstance() {
return instance;
}
public void animateChamp(Champion champ){
// Jump!
if(Gdx.input.isKeyJustPressed(jump) && (champ.getState() != champState.JUMPING && champ.getState() != champState.FALLING))
jump(champ);
// Run Right (and make sure character is not moving faster than 2)
if(Gdx.input.isKeyPressed(moveRight) && champ.b2body.getLinearVelocity().x <= 2)
runRight(champ);
// Run Left (and make sure character is not moving faster than 2)
if(Gdx.input.isKeyPressed(moveLeft) && champ.b2body.getLinearVelocity().x >= -2)
runLeft(champ);
// Lightning Attack
if(Gdx.input.isKeyJustPressed(attack) && champ.b2body.getLinearVelocity().x == 0 && champ.b2body.getLinearVelocity().y == 0){
setLightningActive(true);
lightningAttack(champ);
}
else if (getlightningActive() && (champ.b2body.getLinearVelocity().x != 0 || champ.b2body.getLinearVelocity().y != 0 || !Gdx.input.isKeyPressed(attack)))
setLightningActive(false);
else if (Gdx.input.isKeyJustPressed(attack))
attack(champ);
}
public void runRight(Champion champ){
champ.b2body.applyLinearImpulse(new Vector2(0.1f,0), champ.b2body.getWorldCenter(), true);
}
public void runLeft(Champion champ){
champ.b2body.applyLinearImpulse(new Vector2(-0.1f,0), champ.b2body.getWorldCenter(), true);
}
public void jump(Champion champ){
champ.b2body.applyLinearImpulse(new Vector2(0, 4.5f), champ.b2body.getWorldCenter(), true);
}
public void attack(Champion champ){
champ.attack();
}
public void lightningAttack(Champion champ){
champ.lightningAttack();
}
public boolean getlightningActive(){
return lightningActive;
}
public void setLightningActive(boolean value){
lightningActive = value;
}
// For Mobile Version
public boolean getMLightningActive(){
return MlightningActive;
}
// For Mobile Version
public void setMLightningActive(boolean value){
MlightningActive = value;
}
// sets the key to move left
public void setMoveLeft(String n){
moveLeft = Input.Keys.valueOf(n.toUpperCase());
lStr = n;
}
// sets the key to move right
public void setMoveRight(String n) {
moveRight = Input.Keys.valueOf(n.toUpperCase());
rStr = n;
}
// sets the key to jump
public void setJump(String n) {
jump = Input.Keys.valueOf(n.toUpperCase());
jStr = n;
}
// sets the key to attack
public void setAttack(String n) {
attack = Input.Keys.valueOf(n.toUpperCase());
aStr = n;
}
// Returns the string representation of the move left key
public String getMoveLeft(){
return lStr;
}
// Returns the string representation of the move right key
public String getMoveRight() {
return rStr;
}
// Returns the string representation of the jump key
public String getJump() {
return jStr;
}
// Returns the string representation of the attack key
public String getAttack() {
return aStr;
}
// Returns the int representation of the attack key
public int getAttackInt(){
return attack;
}
}
これは興味深いと思いますが、私は時間を見つけたら試してみます。私はこのアプローチを私の基本的な攻撃に使うこともできます。返事をありがとう、私はあなたに戻ってきます。 – FoxDonut