Android libgdx多人游戏-如何处理不同的屏幕分辨率

Android libgdx多人游戏-如何处理不同的屏幕分辨率,android,libgdx,render,resolution,multiplayer,Android,Libgdx,Render,Resolution,Multiplayer,我正在用libgdx在android手机之间制作一个多人空中曲棍球游戏。我已经能够用tcp连接两部手机,它们交换彼此的位置。 这两款手机的分辨率不同,这会导致图形问题,例如: -当一部手机中的木槌与另一部手机中的冰球在同一条线上时,木槌不在冰球附近。 )你可以在这里看到我所说的槌球和冰球的意思,直到读到为止,我称之为工具和圆盘) 我需要做些什么来解决这个问题,这样不同屏幕大小的手机就可以轻松地玩起来。 以下是可能有帮助的其他信息: 游戏对象和墙壁位置的大小已经由屏幕的百分比决定,例如,木槌的半径

我正在用libgdx在android手机之间制作一个多人空中曲棍球游戏。我已经能够用tcp连接两部手机,它们交换彼此的位置。 这两款手机的分辨率不同,这会导致图形问题,例如: -当一部手机中的木槌与另一部手机中的冰球在同一条线上时,木槌不在冰球附近。 )你可以在这里看到我所说的槌球和冰球的意思,直到读到为止,我称之为工具和圆盘)

我需要做些什么来解决这个问题,这样不同屏幕大小的手机就可以轻松地玩起来。 以下是可能有帮助的其他信息:

游戏对象和墙壁位置的大小已经由屏幕的百分比决定,例如,木槌的半径是屏幕宽度的7%。此外,我还通过0-1之间的浮点数发送两部手机之间的坐标,表示屏幕中的位置,例如中点(0.5,0.5)。但这并不能解决问题

以下是我的渲染功能中与游戏图形相关的内容:

batch = new SpriteBatch();
camera = new OrthographicCamera();
height = Gdx.graphics.getWidth();
width = Gdx.graphics.getHeight();
camera.setToOrtho(false, height, width);
也许更改此函数中的任何参数都会有所帮助,但我不知道是否需要在此处更改某些内容


多亏了助手。

好的,这个解决方案根本没有使用
摄像头
类,因此在我看来有点差强人意,但这是大约一年前我遇到类似问题时提出的

public abstract class BaseScreen implements Screen, InputProcessor
{
    protected int windowWidth;
    protected int windowHeight;

    public BaseScreen() 
    {
        windowWidth = Gdx.graphics.getWidth(); //width of screen
        windowHeight = Gdx.graphics.getHeight(); //height of screen
    }

    @Override
    public void resize(int width, int height)
    {
        windowWidth = width;
        windowHeight = height;
    }

    public void show()
    {
        Gdx.input.setInputProcessor(this);
    }

    public int getWindowWidth()
    {
        return windowWidth;
    }

    public int getWindowHeight()
    {
        return windowHeight;
    }

    public void setWindowWidth(int windowWidth)
    {
        this.windowWidth = windowWidth;
    }

    public void setWindowHeight(int windowHeight)
    {
        this.windowHeight = windowHeight;
    }

    ...

    public abstract void onTouchDown(float pointerX, float pointerY);
    public abstract void onTouchUp(float pointerX, float pointerY);

    @Override
    public final boolean touchDown(int screenX, int screenY, int pointer, int button)
    {
        float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
        float pointerY = InputTransform.getCursorToModelY(windowHeight, screenY);
        onTouchDown(pointerX, pointerY);
        return false;
    }

    @Override
    public final boolean touchUp(int screenX, int screenY, int pointer, int     button) 
    {
            float pointerX = InputTransform.getCursorToModelX(windowWidth, screenX);
            float pointerY = InputTransform.getCursorToModelY(windowHeight,     screenY);
            onTouchUp(pointerX, pointerY);
            return false;
    }
}
它使用以下内容(其中
appWidth
是模型宽度,
appHeight
是模型高度,也就是世界的大小)

然后,我为屏幕的视口变换设置了适当的参数,并为[0480]x[0320]网格内绘制对象设置了投影变换:

    Gdx.gl.glViewport(0,  0,  Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); //init screen to [0,ScreenWidth]x[0,ScreenHeight]
    Resources.batch = new SpriteBatch();
    Resources.normalProjection = new Matrix4().setToOrtho2D(0, 0, 480, 320); //create transform to [0,480]x[0,320] world grid
    Resources.batch.setProjectionMatrix(Resources.normalProjection); //initialize drawing with transform
    Resources.shapeRenderer.setProjectionMatrix(Resources.normalProjection); //initialize drawing with transform
但是如果您使用的是
正交摄影机
,那么您只需要将
输入转换
替换为
摄影机.unproject()
,并将摄影机视口设置为
拉伸视口
。考虑到我上面给出的方法有它的局限性,那就是你需要修改它,从[0480]x[0320]网格中移动摄像机

因此,根据页面上的文档

private Viewport viewport;
private Camera camera;

public void create() {
    camera = new OrthographicCamera();
    viewport = new StretchViewport(480, 320, camera);
}
或wiki上更完整的示例:

最重要的,使用正交摄影机和视口的示例:


您正在查找
StretchViewport
,我正在尝试查找StretchViewport的一个简单示例,但没有找到,如果您知道一个示例,我认为一个示例可能会对我有所帮助。实际上,您的问题可能会更复杂一些。游戏中的元素不应取决于屏幕大小,它们应自行定义(游戏模型应确定其对象的大小),并转换为屏幕上的特定位置,触摸输入应使用相反的方式进行转换。我以前解决过这个问题,但我没有使用相机(我有点重新发明了轮子…2D容易,3D不会!)
private Viewport viewport;
private Camera camera;

public void create() {
    camera = new OrthographicCamera();
    viewport = new StretchViewport(480, 320, camera);
}
//copy paste from GameFromScratch:
package com.gamefromscratch;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.viewport.StretchViewport;
import com.badlogic.gdx.utils.viewport.Viewport;

public class mouseproject extends ApplicationAdapter implements InputProcessor {
   SpriteBatch batch;
   Sprite aspectRatios;
   OrthographicCamera camera; //the camera 
   Viewport viewport; //the viewport

   @Override
   public void create () {
      batch = new SpriteBatch();
      aspectRatios = new Sprite(new Texture(Gdx.files.internal("Aspect.jpg")));
      aspectRatios.setPosition(0,0);
      aspectRatios.setSize(100,100);

      camera = new OrthographicCamera();
      viewport = new StretchViewport(100,100,camera); //stretch screen to [0,100]x[0,100] grid
      viewport.apply();

      camera.position.set(camera.viewportWidth/2,camera.viewportHeight/2,0); //set camera to look at center of viewport
      Gdx.input.setInputProcessor(this);
   }

   @Override
   public void render () {

      camera.update();
      Gdx.gl.glClearColor(1, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

      batch.setProjectionMatrix(camera.combined); //make batch draw to location defined by camera
      batch.begin();
      aspectRatios.draw(batch);
      batch.end();
   }

   @Override
   public void dispose(){
      aspectRatios.getTexture().dispose();
   }

   @Override
   public void resize(int width, int height){
      viewport.update(width, height);
      camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
   }

   @Override
   public boolean keyDown(int keycode) {
      return false;
   }

   @Override
   public boolean keyUp(int keycode) {
      return false;
   }

   @Override
   public boolean keyTyped(char character) {
      return false;
   }

   @Override
   public boolean touchDown(int screenX, int screenY, int pointer, int button) {

      Gdx.app.log("Mouse Event","Click at " + screenX + "," + screenY);
      Vector3 worldCoordinates = camera.unproject(new Vector3(screenX,screenY,0)); //obtain the touch in world coordinates: similar to InputTransform used above
      Gdx.app.log("Mouse Event","Projected at " + worldCoordinates.x + "," + worldCoordinates.y);
      return false;
   }

   @Override
   public boolean touchUp(int screenX, int screenY, int pointer, int button) {
      return false;
   }

   @Override
   public boolean touchDragged(int screenX, int screenY, int pointer) {
      return false;
   }

   @Override
   public boolean mouseMoved(int screenX, int screenY) {
      return false;
   }

   @Override
   public boolean scrolled(int amount) {
      return false;
   }
}