使用视差屏幕

我想在我的游戏代码中使用视差屏幕使用libgdx,其中屏幕在y方向上移动。 我的游戏代码是……

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(); } } 

并在渲染方法中绘制为

  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); 

 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)); 

}

如果你阅读这个类的文档,你会发现最后一个参数是相对速度比,你在y中传递0。 你需要传递一些其他价值

我正在给我的另一个游戏样本

  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)), 

希望它能帮到你