根据第一章设计的架构,让我们抛开理论开始code吧。
入口类CanyonBunnyMain的代码:
package com.packtpub.libgdx.canyonbunny; import com.badlogic.gdx.ApplicationListener; import com.packtpub.libgdx.canyonbunny.game.WorldController; import com.packtpub.libgdx.canyonbunny.game.WorldRenderer; public class CanyonBunnyMain implements ApplicationListener { private static final String TAG = CanyonBunnyMain.class.getName(); private WorldController worldController; private WorldRenderer worldRenderer; @Override public void create() { } @Override public void render() { } @Override public void resize(int width, int height) { } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { } }
WorldController
package com.packtpub.libgdx.canyonbunny.game; public class WorldController { private static final String TAG = WorldController.class.getName(); public WorldController() { } private void init() { } public void update(float deltaTime) { } }
WorldRenderer
package com.packtpub.libgdx.canyonbunny.game; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.utils.Disposable; import com.packtpub.libgdx.canyonbunny.util.Constants; public class WorldRenderer implements Disposable { private OrthographicCamera camera; private SpriteBatch batch; private WorldController worldController; public WorldRenderer(WorldController worldController) { } private void init() { } public void render() { } public void resize(int width, int height) { } @Override public void dispose() { } }
我们完成了CanyonBunnyMain, WorldController, WorldRenderer的第一个基本版本(骨架)。
有必要回顾一下我们框架的核心点:游戏主循环是在CanyonBunnyMain类的render()方法中。
要把三者联系起来,首先在create()中添加:
@Override public void create() { // Set Libgdx log level to DEBUG Gdx.app.setLogLevel(Application.LOG_DEBUG); // Initialize controller and renderer worldController = new WorldController(); worldRenderer = new WorldRenderer(worldController); }
然后在render里调用
@Override public void render() { // Update game world by the time that has passed // since last rendered frame. worldController.update(Gdx.graphics.getDeltaTime()); // Sets the clear screen color to: Cornflower Blue Gdx.gl.glClearColor(0x64 / 255.0f, 0x95 / 255.0f, 0xed / 255.0f,0xff / 255.0f); //or Gdx.gl.glClearColor(100/255.0f, 149/255.0f, 237/255.0f, 255/255.0f);自定义的颜色 // Clears the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // Render game world to screen worldRenderer.render(); }
顺便修改下resize():(在游戏开始和改变窗口大小的时候会触发)
@Override public void resize(int width, int height) { worldRenderer.resize(width, height); }
之后是dispose
@Override public void dispose() { worldRenderer.dispose(); }
【在Android下,可以做个小改进】
在Android上进行暂停的时候:我们让游戏别渲染了。
加个标志位
private boolean paused;
create()和render()里增加paused控制:
@Override
public void create() { // Set Libgdx log level to DEBUG Gdx.app.setLogLevel(Application.LOG_DEBUG); // Initialize controller and renderer worldController = new WorldController(); worldRenderer = new WorldRenderer(worldController); // Game world is active on start paused = false; } @Override public void render() { // Do not update game world when paused. if (!paused) { // Update game world by the time that has passed // since last rendered frame. worldController.update(Gdx.graphics.getDeltaTime()); } // Sets the clear screen color to: Cornflower Blue Gdx.gl.glClearColor(0x64 / 255.0f, 0x95 / 255.0f, 0xed / 255.0f, 0xff / 255.0f); // Clears the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // Render game world to screen worldRenderer.render(); }
加上切换的代码:
@Override
public void pause() { paused = true; } @Override public void resume() { paused = false; }
OK。整合在一起了。运行看看效果。
太棒了。(你应该猜到了这里使用的设计模式就是MVC模式)
接下来,我们需要一个常量类来保存所有用到的常量。
Constants.java
public class Constants { // Visible game world is 5 meters wide public static final float VIEWPORT_WIDTH = 5.0f; // Visible game world is 5 meters tall public static final float VIEWPORT_HEIGHT = 5.0f; }
现在需要在屏幕上加点东东了。我们现在在屏幕上画5个箱子。有人已经开始在准备箱子的图片了,这里我们不用图片,自己画。
(画一个矩形填上色,画两个对角线,再画个矩形边框,不就是个箱子吗?哈哈)像素画是不会美工的程序员的最爱,除了比较简单,还因为可以用程序画出来。
当然,用图片也是一样的。
首先要在脑子里想清楚,箱子对象归谁管理?画箱子这个职责是谁的?
箱子对象自然是由控制器来管理:为了方便识别,我们让其中一个箱子作为当前选中的箱子,并且让它自转。
public Sprite[] testSprites;
public int selectedSprite;
public WorldController() {
init();
}
private void init() {
initTestObjects();
}
private void initTestObjects() {
// Create new array for 5 sprites
testSprites = new Sprite[5];
// Create empty POT-sized Pixmap with 8 bit RGBA pixel data
int width = 32;
int height = 32;
Pixmap pixmap = createProceduralPixmap(width, height);
// Create a new texture from pixmap data
Texture texture = new Texture(pixmap);
// Create new sprites using the just created texture
for (int i = 0; i < testSprites.length; i++) {
Sprite spr = new Sprite(texture);
// Define sprite size to be 1m x 1m in game world
spr.setSize(1, 1);
// Set origin to sprite's center
spr.setOrigin(spr.getWidth() / 2.0f, spr.getHeight() / 2.0f);
// Calculate random position for sprite
float randomX = MathUtils.random(-2.0f, 2.0f);
float randomY = MathUtils.random(-2.0f, 2.0f);
spr.setPosition(randomX, randomY);
// Put new sprite into array
testSprites[i] = spr;
}
// Set first sprite as selected one
selectedSprite = 0;
}
private Pixmap createProceduralPixmap(int width, int height) {
Pixmap pixmap = new Pixmap(width, height, Format.RGBA8888);
// Fill square with red color at 50% opacity
pixmap.setColor(1, 0, 0, 0.5f);
pixmap.fill();
// Draw a yellow-colored X shape on square
pixmap.setColor(1, 1, 0, 1);
pixmap.drawLine(0, 0, width, height);
pixmap.drawLine(width, 0, 0, height);
// Draw a cyan-colored border around square
pixmap.setColor(0, 1, 1, 1);
pixmap.drawRectangle(0, 0, width, height);
return pixmap;
}
public void update(float deltaTime) {
updateTestObjects(deltaTime);
}
private void updateTestObjects(float deltaTime) {
// Get current rotation from selected sprite
float rotation = testSprites[selectedSprite].getRotation();
// Rotate sprite by 90 degrees per second
rotation += 90 * deltaTime;
// Wrap around at 360 degrees
rotation %= 360;
// Set new rotation value to selected sprite
testSprites[selectedSprite].setRotation(rotation);
}
注意:这里并没有任何涉及画箱子的部分(这里只是用代码生成了一副像素画,还没有显示)。不要和render搞混淆了。
接下来WorldRender负责把它画出来。
public WorldRenderer(WorldController worldController) { this.worldController = worldController; init(); } private void init() { batch = new SpriteBatch(); camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT); camera.position.set(0, 0, 0); camera.update(); } public void render() { renderTestObjects(); } private void renderTestObjects() { batch.setProjectionMatrix(camera.combined); batch.begin(); for (Sprite sprite : worldController.testSprites) { sprite.draw(batch); } batch.end(); } public void resize(int width, int height) { camera.viewportWidth = (Constants.VIEWPORT_HEIGHT / height) * width; camera.update(); } @Override public void dispose() { batch.dispose(); }
看看效果
至此,MVC模式的基本框架完成了。
接下来,我们需要开发一些Debug的控制功能来方便我们的开发。
比如
按上下左右,当前选中的箱子就开始上下左右移动。
按R键,游戏场景重新初始化。
按空格键,下一个箱子被选中。
再比如摄像机跟随当前箱子,视角放大缩小。
不用急着看下一章的代码实现,自己先试试用代码实现这些功能。