libgdx 在受伤时改变精灵颜色

libgdx changing sprite color while hurt(libgdx 在受伤时改变精灵颜色)

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问题描述

我正在使用 libgdx 制作一个小平台游戏,我想让敌人在玩家用武器伤害敌人时闪烁红色.

I am using libgdx to make a little platformer and I would like to make the enemies blink in red while the player hurt them with his weapon.

我已经尝试更改精灵颜色和精灵批次颜色但没有成功,它只会将新颜色与纹理之一融合.

I already tried to change the sprite color and the sprite batch color with no success, it only melt the new color with the one of the texture.

sprite.setColor(Color.RED);
spriteBatch.draw(sprite);

我想要达到的效果是:

从精灵纹理变为全红色,然后再返回.我认为这与混合功能有关,但我不确定.我想避免为我的游戏中的每个怪物制作一些红色精灵.有人知道如何实现这种效果吗?

going from sprite texture to full red and then back again. I think there is something to do with the Blending function, but I am not sure about that. I want to avoid making some red sprite for each monsters of my game. Does someone know how to achieve this effect?

推荐答案

你可以像这样创建一个着色器来改变所有像素的颜色,而不是把它们乘以那个颜色.通过调用 spriteBatch.setShader(shader); 将此着色器与 SpriteBatch 一起使用.

You can create a shader like this to change the color of all pixels instead of multiplying them by that color. Use this shader with SpriteBatch by calling spriteBatch.setShader(shader);.

这基本上是默认的 SpriteBatch 着色器,除了最终颜色替换所有非 alpha 像素.

This is basically the default SpriteBatch shader, except the final color replaces all non-alpha pixels.

要使用此方法,您必须将彩色精灵与普通精灵分开批处理.调用 spriteBatch.setShader(null); 返回绘制常规精灵.

To use this method, you must batch your colored sprites separately from your normal sprites. Call spriteBatch.setShader(null); to go back to drawing regular sprites.

String vertexShader = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";
" //
            + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";
" //
            + "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;
" //
            + "uniform mat4 u_projTrans;
" //
            + "varying vec4 v_color;
" //
            + "varying vec2 v_texCoords;
" //
            + "
" //
            + "void main()
" //
            + "{
" //
            + "   v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";
" //
            + "   v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;
" //
            + "   gl_Position =  u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";
" //
            + "}
";
        String fragmentShader = "#ifdef GL_ES
" //
            + "#define LOWP lowp
" //
            + "precision mediump float;
" //
            + "#else
" //
            + "#define LOWP 
" //
            + "#endif
" //
            + "varying LOWP vec4 v_color;
" //
            + "varying vec2 v_texCoords;
" //
            + "uniform sampler2D u_texture;
" //
            + "void main()
"//
            + "{
" //
            + "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords).a;
" //
            + "}";

        ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);

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