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Java 在openGL ES中防止动画与背景一起滚动_Java_Android_Opengl Es_Sprite_Game Engine - Fatal编程技术网

Java 在openGL ES中防止动画与背景一起滚动

Java 在openGL ES中防止动画与背景一起滚动,java,android,opengl-es,sprite,game-engine,Java,Android,Opengl Es,Sprite,Game Engine,在使用了本文描述的无止境道路算法之后,我还实现了墙壁的滚动。 我有人在屏幕中央的行走动画 我所做的:背景滚动是根据无尽的道路算法实现的 有什么问题吗? 这个人的形象也像那条无尽的道路一样滚动着 我想要的是:人的动画不应该滚动,但背景应该滚动 我试着用这个方法在openglES中玩矩阵。。。 “gl.glMatrixMode(GL10.gl_纹理)”但结果是背景滚动停止,但动画成功 我知道我在某个地方错了,但我找不到我的错误 这是我的密码: public class GLSquare { Flo

在使用了本文描述的无止境道路算法之后,我还实现了墙壁的滚动。 我有人在屏幕中央的行走动画

我所做的:背景滚动是根据无尽的道路算法实现的

有什么问题吗? 这个人的形象也像那条无尽的道路一样滚动着

我想要的是:人的动画不应该滚动,但背景应该滚动

我试着用这个方法在openglES中玩矩阵。。。 “gl.glMatrixMode(GL10.gl_纹理)”但结果是背景滚动停止,但动画成功

我知道我在某个地方错了,但我找不到我的错误

这是我的密码:

public class GLSquare {

FloatBuffer fVertexBuffer, mTextureBuffer;
ByteBuffer mColorBuff;
ByteBuffer mIndexBuff;
int[] textures = new int[1];
public boolean useMipMapping = true;
float _numTextures = 2;
float  incrementTex;
private float _acceleration;
long startTime;
float vertices [] = {
        -2.0f,2.0f,0.0f,            //byte index 0
         2.0f, 2.0f,0.0f,           //byte index 1
         -2.0f, -2.0f,0.0f,         //byte index 2
         2.0f,-2.0f,0.0f,           //byte index 3

    };                  

    float textureCoord[] = {

            0.0f,incrementTex,
            1.0f,incrementTex,
            0.0f,_numTextures+incrementTex,
            1.0f,_numTextures+incrementTex

    };


byte indices[] = {0, 1, 2,
        1, 2, 3 };


public GLSquare() {

    // TODO Auto-generated constructor stub     
    ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4); // 4 vertices, 3 co-ordinates(x,y and z) 4 for converting in float
    byteBuffer.order(ByteOrder.nativeOrder());
    fVertexBuffer = byteBuffer.asFloatBuffer();
    fVertexBuffer.put(vertices);
    fVertexBuffer.position(0);

    ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4);
    byteBuffer2.order(ByteOrder.nativeOrder());
    mTextureBuffer =  byteBuffer2.asFloatBuffer();
    Log.i("texture", "tex corrrrd " + String.valueOf(textureCoord));
    mTextureBuffer.put(textureCoord);
    mTextureBuffer.position(0);

    startTime = System.currentTimeMillis();
}

public void draw(GL10 gl){
    gl.glFrontFace(GL11.GL_CW);
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3,GL10.GL_FLOAT, 0, fVertexBuffer);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    /** for the repetition of road.*/ 
_acceleration += -0.005f * (float)System.currentTimeMillis()-startTime;            
    _acceleration = Math.max(_acceleration, 0.002f);
    gl.glMatrixMode(GL10.GL_TEXTURE);
    gl.glTranslatef(0, _acceleration, 0);
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    incrementTex -= _acceleration;

    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4
    gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7

    gl.glFrontFace(GL11.GL_CCW);

    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);


}

public void createSquareTexture(GL10 gl, Context context, int resource)
{
    Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource);
    gl.glGenTextures(1, textures, 0);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);


    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_REPEAT, GL10.GL_CLAMP_TO_EDGE);

    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

    bitmap.recycle();   
}

  }
下面是render类中使用的方法

 TextureRegion keyFrame;
public void present(float deltaTime) {

    GL10 gl = glGraphics.getGL();

    gl.glClearColor(0f, 0.2f, 0.2f, 1.0f);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    loadTheWalls(gl);

    guiCamera.setViewportAndMatrices();

    gl.glEnable(GL10.GL_TEXTURE_2D);


    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    batcher.beginBatch(texture);
            keyFrame = straightWalk.getKeyFrame(stickMan.straightWalkTime, Animation.ANIMATION_LOOPING);
      drawTheManMethod();
    batcher.endBatch();

}

public void loadTheWalls(GL10 gl){
    /** 
     * 
     * Code for the back scrolling of roads and walls
     * Three squares are taken and the textures are repeated on the respective square.
     * Only two textures are taken here, One for the wall and other for the road.
     * Wall textures are rotated accordingly ap per usage.
     * 
     * */       
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    GLU.gluPerspective(gl, 67, glGraphics.getWidth()
                    / (float) glGraphics.getHeight(), 1f, 100f);

            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadIdentity();
            gl.glEnable(GL10.GL_DEPTH_TEST);


    /**Square used as a road*/
      gl.glPushMatrix();
      gl.glLoadIdentity();
      gl.glTranslatef(0.0f, -1.0f, -4.0f); // Translate to wallpos and into the screen ( NEW )
      gl.glRotatef(-80, 1, 0, 0);
      mSquare2.draw(gl);                   // Draw Square ( NEW )
      gl.glPopMatrix();


      /**Square used as a left wall*/
      gl.glPushMatrix();
      gl.glLoadIdentity();
      gl.glTranslatef(-2.0f, 0.0f, -4.0f); // Translate to wallpos and into the screen ( NEW )
      gl.glRotatef(-90, 0, 1, 0);
      gl.glRotatef(90, 0, 0, 1);
      mSquare3.draw(gl);                   // Draw Square ( NEW )
      gl.glPopMatrix();

      /**Square used as a right wall*/
      gl.glPushMatrix();
      gl.glLoadIdentity();
      gl.glTranslatef(1.8f, 0.0f, -4.0f); // Translate to wallpos and into the screen ( NEW )
      gl.glRotatef(-85, 0, 1, 0);
      gl.glRotatef(90, 0, 0, 1);
      mSquare1.draw(gl);                   // Draw Square ( NEW )
      gl.glPopMatrix();

}




public void pause() {

}


public void resume() {
    GL10 gl = glGraphics.getGL();

    texture = new Texture(((GLGame)game), "twocharacter.png");

    straightWalk = new Animation(0.2f, 
            new TextureRegion(texture, 0, 96, 96, 96),
            new TextureRegion(texture, 96, 96, 96, 96),
            new TextureRegion(texture, 96*2, 96, 96, 96),
            new TextureRegion(texture, 96*3, 96, 96, 96),
            new TextureRegion(texture, 96*4, 96, 96, 96),
            new TextureRegion(texture, 96*5, 96, 96, 96),
            new TextureRegion(texture, 96*6, 96, 96, 96),
            new TextureRegion(texture, 96*7, 96, 96, 96)
                );


    int resId2 = R.drawable.buildngs;
      mSquare1.createSquareTexture(gl, getBaseContext(), resId2);

      int resId3 = R.drawable.buildngs;
      mSquare3.createSquareTexture(gl, getBaseContext(), resId3);

      int resId4 = R.drawable.path;
      mSquare2.createSquareTexture(gl, getApplication(), resId4);
}
以下是更好理解的图片。
在GLSquare中创建一个名为texturePos的字段

private float texturePos = 0.0f;
将加速部分替换为以下内容:

/** for the repetition of road.*/ 
_acceleration += -0.005f * (float)System.currentTimeMillis()-startTime;            
_acceleration = Math.max(_acceleration, 0.002f);
texturePos += acceleration;
gl.glMatrixMode(GL10.GL_TEXTURE);
gl.glPushMatrix();
gl.glTranslatef(0, texturePos, 0);
gl.glMatrixMode(GL10.GL_MODELVIEW);
incrementTex -= _acceleration;
请注意,在通过texturePos而不是_加速度进行转换之前,我们将当前矩阵推到堆栈上,而且texturePos也会通过_加速度进行递增

然后在绘制方法的末尾添加以下内容:

gl.glMatrixMode(GL10.GL_TEXTURE);
gl.glPopMatrix();
gl.glMatrixMode(GL10.GL_MODELVIEW);
因此,我们将旧纹理矩阵从堆栈中弹出,使其恢复正常


或者你也可以打个电话

gl.glMatrixMode(GL10.GL_TEXTURE);
gl.glLoadIdentity();

在画你的男人之前,第一种方法更好,因为它可以在更多的情况下工作。

非常感谢凯恩。这真的帮我解决了基本问题。