FitViewport无法正确缩放Libgdx [英] FitViewport doesnt scale properly Libgdx

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本文介绍了FitViewport无法正确缩放Libgdx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

我的问题是,我保持游戏世界的FitViewport的缩放方式是,在X轴上我可以看到黑条,但是Y轴似乎不介意Gdx.graphics的限制,它超出了屏幕. 似乎正在发生的事情是,即使我通过了世界宽度"和世界高度",它也以错误的方式适合自己,根本不介意Y轴.

My problem is that my FitViewport where i keep my game world, scales in a way that in the X axis i can see black bars, but the Y axis seems to not mind the Gdx.graphics limits and it goes out of the screen. What seems to be happening is that even though i pass it a World width and world height, it fits itself in a wrong way, not minding the Y axis at all.

PlayScreen构造函数:

PlayScreen constructor:

gameCamera = new OrthographicCamera();
gameCamera.setToOrtho(false);
gameViewport = new FitViewport(MyGame.WORLD_WIDTH,MyGame.WORLD_HEIGHT,gameCamera);
gameViewport.setScreenBounds(0,0,MyGame.WORLD_WIDTH,MyGame.WORLD_HEIGHT);

MyGame.java:

MyGame.java:

public static final int WORLD_WIDTH = 600;
public static final int WORLD_HEIGHT = 300;

render():

MyGame.batch.setProjectionMatrix(gameCamera.combined);
gameViewport.apply();
MyGame.batch.begin();

调整大小(整数宽度,整数高度):

resize(int width, int height):

gameViewport.update(width,height);
gameCamera.position.set(player.position.x + 200,player.position.y, 0);

推荐答案

此解决方案与我认为的问题无关. 问题是我使用错误的坐标系和参考来生成敌人并束缚玩家的动作.现在,我正在使用gameViewport.getWorldHeight,这解决了我的问题.

The solution to this wasnt related to what i thought the problem was. The problem was that i was using wrong coordinate system and references to spawn enemies and bind the players movement. Now im using the gameViewport.getWorldHeight , and this solved my problem.

这篇关于FitViewport无法正确缩放Libgdx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!

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