In meinem Top-Down-Spiel habe ich einen Feinddetektor, um den Feind in der Nähe zu erkennen.Mein Problem ist, wie kann ich meine Meterleiste mit Übergang animieren? Ich bin zu diesem Rahmen neu. Danke und VorausWie man feindlichen Meter Detektor in libgdx machen?
Wenn der Spieler die Gegner in der Nähe erkennt, wird der Zähler Bar animiert ebenso wie das Bild Screenshot unten
Ohne Feind
Mein Code:
//detector
meter_bar = new Texture("meter_bar.png");
myTextureRegion = new TextureRegion(meter_bar);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
actormeter_bar = new Image(myTexRegionDrawable);
actormeter_bar.setPosition(200,1005);
stage.addActor(actormeter_bar);
meter = new Texture("meter.png");
myTextureRegion = new TextureRegion(meter);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
actormetter = new Image(myTexRegionDrawable);
actormetter.setPosition(190,990);
stage.addActor(actormetter);
Spieler Bewegung (vorwärts):
//right_control
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
myTextureRegion = new TextureRegion(right_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
moveForward = new ImageButton(myTexRegionDrawable); //Set the button up
moveForward.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw.png"))));
//the hover
moveForward.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("right_paw-hover.png"))));
moveForward.setPosition(520,110);
stage.addActor(moveForward); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
moveForward.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Right Button Pressed");
progressKnobX = progressKnobX + 4;
actorprogressknob.setX(progressKnobX); // x-position to move to
if(progressKnobX > 418) progressKnobX= 418 ;
music.play();
motionState=MotionState.NONE;
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
motionState=MotionState.UP;
return true;
}
});
stage.addActor(moveForward);
EnemySprite Bewegung:
zombie = new Texture(Gdx.files.internal("enemy/ZombieSprite.png"));
zombiesprite = new Sprite(zombie);
zombieenemy = new Rectangle();
zombieenemy.setWidth(zombiesprite.getWidth());
zombieenemy = zombiesprite.getBoundingRectangle();
zombieenemy.x = zombieX;
zombieenemy.y = zombieY;
TextureRegion[][] zom = TextureRegion.split(zombie, zombie.getWidth()/Zombie_FRAME_COLS, zombie.getHeight()/Zombie_FRAME_ROWS);
TextureRegion[] zwalkFrames = new TextureRegion[Zombie_FRAME_COLS * Zombie_FRAME_ROWS];
index = 0;
for (int i = 0; i < Zombie_FRAME_ROWS; i++) {
for (int j = 0; j < Zombie_FRAME_COLS; j++) {
zwalkFrames[index++] = zom[i][j];
}
}
zombiewalkAnimation = new Animation<TextureRegion>(0.120f, zwalkFrames);
MoveForward Button Funktion:
//button functions
MotionState motionState=MotionState.NONE;
enum MotionState {
NONE {
@Override
public boolean update(Rectangle player) {
return true;
}
},
UP {
@Override
public boolean update(Rectangle player) {
player.y += 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
DOWN{
@Override
public boolean update(Rectangle player) {
player.y -= 300 * Gdx.graphics.getDeltaTime();
return false;
}
},
LEFT{
@Override
public boolean update(Rectangle player) {
player.x -= 100 * Gdx.graphics.getDeltaTime();
return false;
}
},
RIGHT{
@Override
public boolean update(Rectangle player) {
player.x += 100 * Gdx.graphics.getDeltaTime();
return false;
}
};
public abstract boolean update(Rectangle player);
}
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)) motionState = MotionState.DOWN;
if(Gdx.input.isKeyPressed(Input.Keys.UP)) motionState=MotionState.UP;
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) motionState=MotionState.LEFT;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) motionState=MotionState.RIGHT;
if(motionState.update(player)) motionState=MotionState.NONE;
if(player.y> 1910){
zombieenemy.y -= 60 * Gdx.graphics.getDeltaTime();
}
Danke Sir @Ariel Yust, wil ich Ihren Code und die Libgdx ashley api – jaZzZ
@jaZzZ, Glad versuchen, Ihnen zu helfen! Wenn dies Ihr Problem löst, markieren Sie es als Antwort und halten Sie uns auf dem Laufenden, wenn Sie erfolgreich sind. –