我在LibGDX中遇到了一个问题,当我调用Gdx.input.getY()时,它选择了应用程序另一侧相对于屏幕中心的像素。Gdx.input.getY翻转
public class Main extends ApplicationAdapter {
private SpriteBatch batch;
private Texture img;
private OrthographicCamera camera;
int xPos;
int yPos;
private Vector3 tp = new Vector3();
BitmapFont font;
@Override
public void create() {
batch = new SpriteBatch();
img = new Texture("crosshair.png");
camera = new OrthographicCamera();
camera.setToOrtho(false, 1280, 720);
font = new BitmapFont();
}
@Override
public void render() {
yPos = Gdx.input.getY();
xPos = Gdx.input.getX();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.unproject(tp.set(xPos, yPos, 0));
batch.begin();
font.draw(batch,xPos + " , " + yPos, Gdx.input.getX() - 25, Gdx.input.getY() - 5);
batch.draw(img, xPos, yPos);
batch.end();
}
@Override
public void dispose() {
batch.dispose();
img.dispose();
}
因此,从总高度中减去该值。 – hexafraction
左上角是0,0,这就是OpenGL的工作原理。 –
只要窗口和相机不改变尺寸,两种答案都是正确的。正确的做法是使用camera.unproject()将屏幕坐标转换为世界坐标。 – Tenfour04