在我的游戏中,我使用
static final float FRUSTUM_WIDTH = 10;
static final float FRUSTUM_HEIGHT = 15;
当我绘制粒子时,它们占据整个屏幕并且很大!那么如何将它们缩小以适应我的需求?
//Pew实验室
ParticleEffect pe = new ParticleEffect();
pe.load(Gdx.files.internal("data/particle/particle.p"), Gdx.files.internal("data/particle"));
pe.setPosition(x, y);
float pScale = 0.2f;
float scaling = pe.getEmitters().get(0).getScale().getHighMax();
pe.getEmitters().get(0).getScale().setHigh(scaling * pScale);
scaling = pe.getEmitters().get(0).getScale().getLowMax();
pe.getEmitters().get(0).getScale().setLow(scaling * pScale);
scaling = pe.getEmitters().get(0).getVelocity().getHighMax();
pe.getEmitters().get(0).getVelocity().setHigh(scaling * pScale);
scaling = pe.getEmitters().get(0).getVelocity().getLowMax();
pe.getEmitters().get(0).getVelocity().setLow(scaling * pScale);
- Scale -
lowMin: 0.0
lowMax: 0.0
highMin: 0.6
highMax: 0.6
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
根据需要调整highMin
和highMax
。
我采用了和Victor相同的方法,但对我有效的是:
ParticleEffect effect = new ParticleEffect();
effect.load(Gdx.files.internal("particle/version1.p"), Gdx.files.internal("particle"));
effect.setPosition(x, .y);
float pScale = 0.02f;
float scaling;
Array<ParticleEmitter> emitters = effect.getEmitters();
for (ParticleEmitter e : emitters) {
scaling = e.getScale().getHighMax();
e.getScale().setHigh(scaling * pScale);
scaling = e.getScale().getLowMax();
e.getScale().setLow(scaling * pScale);
scaling = e.getVelocity().getHighMax();
e.getVelocity().setHigh(scaling * pScale);
scaling = e.getVelocity().getLowMax();
e.getVelocity().setLow(scaling * pScale);
scaling = e.getSpawnHeight().getHighMax();
e.getSpawnHeight().setHighMax(scaling * pScale);
scaling = e.getSpawnHeight().getLowMax();
e.getSpawnHeight().setLowMax(scaling * pScale);
scaling = e.getSpawnHeight().getHighMin();
e.getSpawnHeight().setHighMin(scaling * pScale);
scaling = e.getSpawnHeight().getLowMin();
e.getSpawnHeight().setLowMin(scaling * pScale);
scaling = e.getSpawnWidth().getHighMax();
e.getSpawnWidth().setHighMax(scaling * pScale);
scaling = e.getSpawnWidth().getLowMax();
e.getSpawnWidth().setLowMax(scaling * pScale);
scaling = e.getSpawnWidth().getHighMin();
e.getSpawnWidth().setHighMin(scaling * pScale);
scaling = e.getSpawnWidth().getLowMin();
e.getSpawnWidth().setLowMin(scaling * pScale);
scaling = e.getXOffsetValue().getLowMax();
e.getXOffsetValue().setLowMax(scaling * pScale);
scaling = e.getXOffsetValue().getLowMin();
e.getXOffsetValue().setLowMin(scaling * pScale);
scaling = e.getYOffsetValue().getLowMax();
e.getYOffsetValue().setLowMax(scaling * pScale);
scaling = e.getYOffsetValue().getLowMin();
e.getYOffsetValue().setLowMin(scaling * pScale);
}
effect.start();
个人而言,为了处理用户屏幕上的粒子大小,我使用ScalingViewport
,它允许您在固定大小下工作,并根据设备屏幕大小自动缩放。通常我会将ScalingViewport
放在其构造函数中的Scaling.fill
中;这可以防止粒子被拉伸并且看起来很糟糕。