手掌心
我认为这应该可以解决问题public class MovingCamera extends InputAdapter { OrthographicCamera camera; // The camera to be moved float pivotX; // The pivot for the movement public MovingCamera() { camera = new OrthographicCamera(); // Initialize camera } // Create a pivot @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { Vector3 unprojected = camera.unproject(new Vector3(screenX, screenY, 0)); // Convert from pixel to world coordinates pivotX = unprojected.x; // Save first finger touch on screen (Will serve as a pivot) return true; // Input has been processed } // Move the camera @Override public boolean touchDragged(int screenX, int screenY, int pointer) { Vector3 unprojected = camera.unproject(new Vector3(screenX, screenY, 0)); // Convert from pixel to world coordinates camera.position.x += unprojected.x - pivotX; // Change camera position camera.update(); // Apply changes return true; // Input has been processed }}在您的渲染方法中:public void render(SpriteBatch spriteBatch) { spriteBatch.setProjectionMatrix(camera.combined); // Let the Sprite Batch use the camera spriteBatch.begin(); // [Draw your Textures, TextureRegions, Sprites, etc...] spriteBatch.end();}