libgdx改变精灵颜色,同时伤害 [英] libgdx changing sprite color while hurt

查看:422
本文介绍了libgdx改变精灵颜色,同时伤害的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我使用libgdx做一个平台游戏,我想让敌人眨眼红色,而玩家用他的武器伤害他们。

I am using libgdx to make a little platformer and I would like to make the enemies blink in red while the player hurt them with his weapon.

我已经试过要更改sprite颜色和sprite批次颜色没有成功,它只会融化新的颜色与纹理之一。

I already tried to change the sprite color and the sprite batch color with no success, it only melt the new color with the one of the texture.

sprite.setColor(Color.RED);
spriteBatch.draw(sprite);

我想达到的效果是:

从sprite转到纹理到全红,然后再回来。
我认为有一些与混合功能,但我不知道。我想避免为我的游戏的每个怪物制作一些红色精灵。
有人知道如何实现这个效果吗?

going from sprite texture to full red and then back again. I think there is something to do with the Blending function, but I am not sure about that. I want to avoid making some red sprite for each monsters of my game. Does someone know how to achieve this effect?

推荐答案

你可以创建一个像这样的着色器来改变颜色所有像素,而不是将它们乘以该颜色。通过调用 spriteBatch.setShader(shader);

You can create a shader like this to change the color of all pixels instead of multiplying them by that color. Use this shader with SpriteBatch by calling spriteBatch.setShader(shader);.

来使用这个着色器SpriteBatch这基本上是默认的SpriteBatch着色器,除了最终的颜色替换所有非alpha像素。

This is basically the default SpriteBatch shader, except the final color replaces all non-alpha pixels.

要使用这种方法,你必须分开你的彩色精灵与正常的精灵。

To use this method, you must batch your colored sprites separately from your normal sprites. Call spriteBatch.setShader(null); to go back to drawing regular sprites.

String vertexShader = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
            + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
            + "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
            + "uniform mat4 u_projTrans;\n" //
            + "varying vec4 v_color;\n" //
            + "varying vec2 v_texCoords;\n" //
            + "\n" //
            + "void main()\n" //
            + "{\n" //
            + "   v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
            + "   v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
            + "   gl_Position =  u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
            + "}\n";
        String fragmentShader = "#ifdef GL_ES\n" //
            + "#define LOWP lowp\n" //
            + "precision mediump float;\n" //
            + "#else\n" //
            + "#define LOWP \n" //
            + "#endif\n" //
            + "varying LOWP vec4 v_color;\n" //
            + "varying vec2 v_texCoords;\n" //
            + "uniform sampler2D u_texture;\n" //
            + "void main()\n"//
            + "{\n" //
            + "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords).a;\n" //
            + "}";

        ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);

这篇关于libgdx改变精灵颜色,同时伤害的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆