坐标系问题:
libgdx 笛卡尔坐标系 原点坐标右下角
TiledMap 原点坐标左上角
package com.mygdx.game;
import com.badlogic.gdx.Application;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.maps.MapLayer;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.MapObjects;
import com.badlogic.gdx.maps.MapProperties;
import com.badlogic.gdx.maps.objects.EllipseMapObject;
import com.badlogic.gdx.maps.objects.PolygonMapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapRenderer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.objects.TiledMapTileMapObject;
import com.badlogic.gdx.maps.tiled.renderers.IsometricTiledMapRenderer;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile;
import com.badlogic.gdx.math.Ellipse;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Polygon;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import org.w3c.dom.css.Rect;
public class MyGdxGame extends ApplicationAdapter {
private static final float SCALE = 0.2963f;
private static final int VIRTUAL_WIDTH = (int)(1920 * SCALE);
private static final int VIRTUAL_HEIGHT = (int)(1080 * SCALE);
private static final float CAMERA_SPEED = 100.0f;
private OrthographicCamera camera;
private Viewport viewport;
private SpriteBatch batch;
private TiledMap map;
private TmxMapLoader loader;
private OrthogonalTiledMapRenderer renderer;
private Vector2 direction;
private Array<Sprite> triggers;
private Music song;
@Override
public void create() {
camera = new OrthographicCamera();
viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);
batch = new SpriteBatch();
loader = new TmxMapLoader();
map = loader.load("data/maps/tiled/tiles.tmx");
renderer = new OrthogonalTiledMapRenderer(map, batch);
direction = new Vector2();
processMapMetadata();
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
batch.dispose();
song.dispose();
}
@Override
public void render() {
Gdx.gl.glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
updateCamera();
renderer.setView(camera);
renderer.render();
batch.begin();
for (Sprite trigger : triggers) {
trigger.draw(batch);
}
batch.end();
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
}
private void updateCamera() {
direction.set(0.0f, 0.0f);
int mouseX = Gdx.input.getX();
int mouseY = Gdx.input.getY();
int width = Gdx.graphics.getWidth();
int height = Gdx.graphics.getHeight();
if (Gdx.input.isKeyPressed(Input.Keys.LEFT) || (Gdx.input.isTouched() && mouseX < width * 0.25f)) {
direction.x = -20;
}
else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT) || (Gdx.input.isTouched() && mouseX > width * 0.75f)) {
direction.x = 20;
}
if (Gdx.input.isKeyPressed(Input.Keys.UP) || (Gdx.input.isTouched() && mouseY < height * 0.25f)) {
direction.y = 20;
}
else if (Gdx.input.isKeyPressed(Input.Keys.DOWN) || (Gdx.input.isTouched() && mouseY > height * 0.75f)) {
direction.y = -20;
}
//direction.nor().scl(CAMERA_SPEED).scl(Gdx.graphics.getDeltaTime());;
camera.position.x += direction.x;
camera.position.y += direction.y;
TiledMapTileLayer layer = (TiledMapTileLayer)map.getLayers().get(0);
float cameraMinX = viewport.getWorldWidth() * 0.5f;
float cameraMinY = viewport.getWorldHeight() * 0.5f;
float cameraMaxX = layer.getWidth() * layer.getTileWidth() - cameraMinX;
float cameraMaxY = layer.getHeight() * layer.getTileHeight() - cameraMinY;
camera.position.x = MathUtils.clamp(camera.position.x, cameraMinX, cameraMaxX);
camera.position.y= MathUtils.clamp(camera.position.y, cameraMinY, cameraMaxY);
camera.update();
}
private void processMapMetadata() {
// Load music
String songPath = map.getProperties().get("music", String.class);
song = Gdx.audio.newMusic(Gdx.files.internal(songPath));
song.setLooping(true);
song.play();
// Load entities
System.out.println("Searching for game entities...\n");
triggers = new Array<Sprite>();
MapObjects objects = map.getLayers().get("objects").getObjects();
for (MapObject object : objects) {
String name = object.getName();
String[] parts = name.split("[.]");
TiledMapTileMapObject rectangleObject = (TiledMapTileMapObject)object;
TextureRegion textureRegion = rectangleObject.getTextureRegion();
System.out.println("Objectfound- textureRegion: " + textureRegion);
MapProperties mapProperties = object.getProperties();
int id = (Integer)mapProperties.get("gid");
System.out.println("Objectfound- gid: " + id);
Rectangle rectangle = new Rectangle();
rectangle.setX(Float.parseFloat(mapProperties.get("x").toString()));
float y = Float.parseFloat(mapProperties.get("y").toString());
rectangle.setY(y);
rectangle.setWidth(Float.parseFloat(mapProperties.get("width").toString()));
float height= Float.parseFloat(mapProperties.get("height").toString());
rectangle.setHeight(height);
System.out.println("Objectfound- y: " + y+ " heght:"+height);
System.out.println("Objectfound- name: " + name);
if (parts.length > 0 && parts[0].equals("trigger")) {
Sprite trigger = new Sprite(textureRegion);
//trigger.setColor(1.0f, 1.0f, 1.0f, 0.5f);
//trigger.setScale(rectangle.width, rectangle.height);
trigger.setPosition(rectangle.x, rectangle.y + height);
triggers.add(trigger);
}
}
}
}
效果图:
tiles.tmx:
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="45" height="10" tilewidth="32" tileheight="32">
<properties>
<property name="music" value="data/music/song_1.mp3"/>
</properties>
<tileset firstgid="1" name="tukuai1" tilewidth="32" tileheight="32" spacing="1" margin="1">
<image source="tiles.png" width="512" height="256"/>
</tileset>
<layer name="块层 1" width="45" height="10">
<data encoding="csv">
6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,
21,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,23,
21,22,51,51,51,81,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,81,51,51,51,22,23,
21,22,51,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,51,22,23,
21,22,51,22,46,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,48,22,51,22,23,
21,22,51,22,76,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,78,22,51,22,23,
21,22,51,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,51,22,23,
21,22,51,51,51,81,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,81,51,51,51,22,23,
21,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,23,
36,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,38
</data>
</layer>
<imagelayer name="图像图层 1" x="224" y="192">
<image source="1.png"/>
</imagelayer>
<objectgroup name="objects">
<object name="trigger.num1" gid="52" x="384" y="96" width="32" height="32"/>
<object name="trigger.num2" gid="52" x="384" y="256" width="32" height="32"/>
<object name="trigger.num3" gid="52" x="0" y="320" width="32" height="32"/>
<object name="trigger.num4" gid="52" x="0" y="32" width="32" height="32"/>
<object name="trigger.num5" gid="52" x="1408" y="32" width="32" height="32"/>
<object name="trigger.num6" gid="52" x="1408" y="320" width="32" height="32"/>
</objectgroup>
</map>
tiles.png:
1.png:
本文深入探讨了游戏开发过程中的关键技术和游戏引擎的应用,包括Unity、Unreal Engine等主流引擎的特点与使用方法。
3137

被折叠的 条评论
为什么被折叠?



