通过触摸屏幕移动矩形

我想移动具有不同x位置的块而不通过减小x位置来更改其形状。


我试图运行以下代码,但似乎块移动到拖曳位置的方式更快(正确的药水和其他我看不到的地方)。


downBlocks=new Arraylist<Rectangle>;

for (DownBlocks downBlocks:getBlocks()){

    if(Gdx.input.isTouched()) {

        Vector3 touchPos = new Vector3();


        touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);

        camera.unproject(touchPos);


        downBlocks.x = (int) touchPos.x - downBlocks.x;

    }

}



潇潇雨雨
浏览 147回答 1
1回答

温温酱

要进行拖动,您需要记住手指最后一次触摸屏幕的位置,以便获得手指增量。另外,如果只需要调用一次,则避免将代码放入循环迭代中。一遍又一遍地为每个DownBlock取消投影屏幕的触摸点是很浪费的。static final Vector3 VEC = new Vector3(); // reusuable static member to avoid GC churnprivate float lastX; //member variable for tracking finger movement//In your game logic:if (Gdx.input.isTouching()){&nbsp; &nbsp; VEC.set(Gdx.input.getX(), Gdx.input.getY(), 0);&nbsp; &nbsp; camera.unproject(VEC);}if (Gdx.input.justTouched())&nbsp; &nbsp; lastX = VEC.x; //starting point of dragelse if (Gdx.input.isTouching()){ // dragging&nbsp; &nbsp; float deltaX = VEC.x - lastX; // how much finger has moved this frame&nbsp; &nbsp; lastX = VEC.x; // for next frame&nbsp; &nbsp; // Since you're working with integer units, you can round position&nbsp; &nbsp; int blockDelta = (int)Math.round(deltaX);&nbsp; &nbsp; for (DownBlocks downBlock : getBlocks()){&nbsp; &nbsp; &nbsp; &nbsp; downBlock.x += blockDelta;&nbsp; &nbsp; }}不过,我不建议您使用整数单位作为坐标。如果您要进行像素画,则建议使用浮点数来存储坐标,并且仅在绘制时才对坐标进行四舍五入。这将减少看起来像生涩的运动。如果您不使用像素图,我将一直使用浮动坐标。这是一篇很好的文章,可以帮助您理解单位。
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