Using Parallax screen

邮差的信 提交于 2019-12-20 03:15:22

问题


I want to use parallax screen in my game code using libgdx in which screen is moving in y direction. My game code is given as...

   public class ParallaxLayer{
   public TextureRegion region ;
   public Vector2 parallaxRatio;
   public Vector2 startPosition;
   public Vector2 padding ;
   public ParallaxLayer(TextureRegion region,Vector2 parallaxRatio,Vector2 padding){
      this(region, parallaxRatio, new Vector2(0,0),padding);
   }

   public ParallaxLayer(TextureRegion region,Vector2 parallaxRatio,Vector2 startPosition,Vector2 padding){
      this.region  = region;
      this.parallaxRatio = parallaxRatio;
      this.startPosition = startPosition;
      this.padding = padding;
   }
}


   public class ParallaxBackground {
   private ParallaxLayer[] layers;
   private Camera camera;
   private SpriteBatch batch;
   private Vector2 speed = new Vector2();

   public ParallaxBackground(ParallaxLayer[] layers,float width,float height,Vector2 speed){
      this.layers = layers;
      this.speed.set(speed);
      camera = new OrthographicCamera(width, height);
      batch = new SpriteBatch();
   }

   public void render(float delta){
    this.camera.position.add(speed.x * delta, speed.y * delta, 0);
    for(ParallaxLayer layer : layers){
        batch.setProjectionMatrix(camera.projection);
        batch.begin();
        float currentY = - camera.position.y * layer.parallaxRatio.y % ( layer.region.getRegionHeight() + layer.padding.y) ;

        if( speed.y < 0 )
            currentY += -( layer.region.getRegionHeight() + layer.padding.y);
        do{
            float currentX = -camera.position.x * layer.parallaxRatio.x % ( layer.region.getRegionWidth() + layer.padding.x) ;
            if( speed.x < 0)
                currentX += -(layer.region.getRegionWidth() + layer.padding.x);
            do{
                batch.draw(layer.region,
                        -this.camera.viewportWidth/2 + currentX + layer.startPosition.x ,
                        -this.camera.viewportHeight/2 + currentY + layer.startPosition.y);
                currentX += ( layer.region.getRegionWidth() + layer.padding.x);
            }while(currentX < camera.viewportWidth);
            currentY += ( layer.region.getRegionHeight() + layer.padding.y);
        }while( currentY < camera.viewportHeight);
        batch.end();
    }
}

and draw it in render method as

 ParallaxBackground rbg = new ParallaxBackground(new ParallaxLayer[]{
                new ParallaxLayer(bgRegion,new Vector2(),new Vector2(0, 0)),
                new ParallaxLayer(bgRegion2,new Vector2(1.0f,1.0f),new Vector2(0, 500)),
                new ParallaxLayer(bgRegion3,new Vector2(0.1f,0),new Vector2(0,480),new Vector2(0, 0)),
        }, 480, 800, new Vector2(350,0)); 
}

rbg.render(deltaTime);

回答1:


ParallaxBackground rbg = new ParallaxBackground(new ParallaxLayer[]{
            new ParallaxLayer(bgRegion,new Vector2(),new Vector2(0, 0)),
            new ParallaxLayer(bgRegion2,new Vector2(1.0f,1.0f),new Vector2(0, 500)),
            new ParallaxLayer(bgRegion3,new Vector2(0.1f,0),new Vector2(0,480),new Vector2(0, 0)),
    }, 480, 800, new Vector2(0,350)); 

}

if u read the documentation of this class u find that the last parameter is the relative velocity ratio and u passed 0 in y. u need to pass some other value than it

i am giving another sample of my game

   new ParallaxLayer(Assets.backgroundSprite, new Vector2(0, 0), new Vector2(0, 200000)), 
       new ParallaxLayer(Assets.clouds, new Vector2(0, 0.05f), new Vector2(0, 440), new Vector2(0, 200000)),
        new ParallaxLayer(Assets.cloud1, new Vector2(0.4f, 0), new Vector2(240, 750), new Vector2(1000, 200000)), 
        new ParallaxLayer(Assets.cloud2, new Vector2(0.06f, 0), new Vector2(40, 600), new Vector2(500, 200000)),
        new ParallaxLayer(Assets.cloud1, new Vector2(0.5f, 0), new Vector2(700, 680), new Vector2(1500, 200000)), 

hope it helps u out



来源:https://stackoverflow.com/questions/18172006/using-parallax-screen

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