我正在使用libGDX和Tiled制作 RPG。我已经有很多东西在工作:标题屏幕,测试屏幕,上面加载了我的地图。我可以读取我放在地图和某些图块上的属性。我也可以在地图上移动所有内容,但是我现在想弄清楚的是:
如何从对象层渲染地图对象并处理冲突?
我想使用平铺的对象层为我的碰撞层。IE:将形状放在我不希望角色能够通过的某些图块 / 区域周围。
这是我到目前为止:
package rawct.awakening;
import java.lang.reflect.Method;
import java.util.Iterator;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.MapObjects;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTile;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.maps.tiled.TiledMapTileSet;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ObjectMap;
public cl GameMap extends TiledMap {
private String TAG = "GameMap";
private TmxMapLoader loader = new TmxMapLoader();
private OrthogonalTiledMapRenderer mRender;
private TiledMap gamemap;
private TiledMapTileLayer mapTiles;
private ObjectMap<TiledMapTile, Boolean> Blocked;
private ObjectMap<TiledMapTile, Boolean> Event;
private MapObjects mObjects = new MapObjects();
private MapObject mObj;
public void draw(OrthographicCamera cam){
mRender.setView(cam);
mRender.render();
// Should render my map object?
mRender.renderObject(mObj);
}
public GameMap(String Map){
Blocked = new ObjectMap<TiledMapTile, Boolean>();
Event = new ObjectMap<TiledMapTile, Boolean>();
gamemap = loader.load("maps/"+Map+".tmx");
mRender = new OrthogonalTiledMapRenderer(gamemap);
loadMap(gamemap);
}
private Cell getCellAt(float x, float y){
return mapTiles.getCell((int)x, (int)y);
}
private TiledMapTile getTileAt(float x, float y){
Cell cell = getCellAt(x, y);
return cell != null ? cell.getTile() : null;
}
public boolean isTileBlocked(float x, float y){
try {
return Blocked.get(getTileAt(x, y));
} catch (Exception e) {
Gdx.app.log(TAG, e.toString());
return false;
}
}
private void loadMap(TiledMap map) {
String sI = null;
Blocked.clear();
Event.clear();
try{
mapTiles = (TiledMapTileLayer)map.getLayers().get(0);
mObjects = map.getLayers().get("Testing").getObjects();
} catch (Exception e) {
Gdx.app.log(TAG, e.toString());
}
Gdx.app.log(TAG, "Objects:"+mObjects.getCount());
for(Iterator<MapObject> mObjs = mObjects.iterator(); mObjs.hasNext();){
// I have set just about everything possible(I only have one object at the moment so mObj only gets set once.
mObj = mObjs.next();
Gdx.app.log(TAG, "Obj:"+mObj.getName());
mObj.setColor(Color.GREEN);
mObj.setOpacity(1f);
mObj.setVisible(true);
// try {
// Method Test = getCl().getDeclaredMethod((String) mObj.getProperties().get("Func"));
// Test.invoke(this);
// } catch (Exception e) {
// Gdx.app.log(TAG, e.toString());
// }
}
Array<String> sTilesets = new Array<String>();
TiledMapTile tile;
try {
for(Iterator<TiledMapTileSet> tilesets = map.getTileSets().iterator(); tilesets.hasNext();){
sI = tilesets.next().getName();
sTilesets.add(sI);
}
int tCount = sTilesets.size;
for(int i = 0; i < tCount; i++){
for(Iterator<TiledMapTile> tiles = map.getTileSets().getTileSet(sTilesets.get(i)).iterator(); tiles.hasNext();){
tile = tiles.next();
if(tile.getProperties().containsKey("blocked")){
//Gdx.app.log(TAG, "Tile:" + tile.getId() + " blocked!");
}
if(tile.getProperties().containsKey("name")){
//Gdx.app.log(TAG, "Name:" + tile.getProperties().get("name"));
}
boolean blocked = Boolean.pBoolean(tile.getProperties().get("blocked", "false", String.cl));
boolean event = Boolean.pBoolean(tile.getProperties().get("event", "false", String.cl));
Blocked.put(tile, blocked);
Event.put(tile, event);
}
}
Gdx.app.log(TAG, "Map Loaded!");
} catch (Exception e) {
Gdx.app.log(TAG, "Error:" + e.toString());
}
}
public TiledMap getMap(){
return gamemap;
}
}
我answered a similar question最近在 GameDev 上,已经被同样的问题困扰了一段时间。一个彻底的 Googling 最终导致我a tutorial关于这个主题。而且我的意思是彻底。它似乎是整个互联网上这个问题的唯一解决方案。奇怪
无论如何。我给出的答案和它基于的教程都使用 Box2d 来处理碰撞检测。如果你不是太深入制作你的游戏,我会全心全意地建议走这条路:如果你使用 Box2d,它会为你处理很多现有的代码,但它确实意味着重新思考很多与运动有关的东西,基本上。如果这是你选择做的,那么好的旧的0
如果你不想去那个兔子洞,那么上面的链接仍然建议一个解决方案。我认为你错的地方是试图直接绘制MapObject
。试试这个:
MapObjects objects = map.getLayers().get("Obstacles").getObjects();
for(MapObject object : objects) {
if (object instanceof RectangleMapObject) {
Rectangle rect = ((RectangleMapObject) object).getRectangle();
// do something with rect...
}
else if (object instanceof PolygonMapObject) {
Polygon polygon = ((PolygonMapObject) object).getPolygon();
// do something with polygon...
}
else if (object instanceof PolylineMapObject) {
Polyline chain = ((PolylineMapObject) object).getPolyline();
// do something with chain...
}
else if (object instanceof CircleMapObject) {
Circle circle = ((CircleMapObject) object).getCircle();
// do something with circle...
}
}
从那里您处理生成的形状(Rectangle
或其他形状),而不是MapObject
。它们具有用于碰撞检测的方法,例如overlaps()
,contains()
等。如果您只处理一种形状,则在非 Box2d 游戏中可以使生活更轻松。仅使用3
private void setBlocked() {
for (int i = 0; i < this.map.getLayers().getCount(); i++) {
TiledMapTileLayer layer = (TiledMapTileLayer) this.map.getLayers()
.get(i);
for (int y = 0; y < layer.getHeight(); y++) {
for (int x = 0; x < layer.getWidth(); x++) {
if (layer.getCell(x, y) != null
&& layer.getCell(x, y).getTile().getProperties()
.containsKey("blocked")) {
this.mapArray[x][y] = Config.CANTMOVEONPOSITION;
}
}
}
}
}
要调试我渲染正方形,并将它们填充在“mapState”的颜色中,如下所示:
if (this.map != null) {
for (int i = 0; i < this.map.width; i++) {
for (int j = 0; j < this.map.height; j++) {
switch (this.map.mapArray[i][j]) {
case Config.CHARSTATE:
// green
de.setColor(0, 1f, 0, Config.DEBUG_ALPHA);
break;
case Config.CANTMOVEONPOSITION:
// black
de.setColor(1f, 1f, 1f, Config.DEBUG_ALPHA + 0.1f);
break;
case Config.MONSTERSTATE:
// red
de.setColor(1f, 0, 0, Config.DEBUG_ALPHA);
break;
case Config.MOVETONEXTMAP:
// yellow
de.setColor(1f, 1f, 0, Config.DEBUG_ALPHA);
break;
default:
de.setColor(0, 0, 0, 0);
break;
}
de.rect(i * Config.TILE_SIZE, j * Config.TILE_SIZE,
Config.TILE_SIZE, Config.TILE_SIZE);
}
}
de.end();
}
这不是优化的!因此,如果您有一张大地图,只显示一个小框架,它仍然会绘制每个正方形。在这种情况下,height and width
是高度和宽度的 tilecount。
我希望这确实回答了您的问题,或者您可以在此帮助下找到自己的方式。
问候
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