[英]Getting the computer to know when a sprite walks over a specific tile in a tmx map
我有一个圆形,它将代表我要扮演和控制的角色。 我有一个tmx地图,在地图上有一些红色正方形,用来表示“篱笆”。 围栏在地图的每个角上,在围栏内,我的地面看起来与地图上的其余部分相同,但是我想制作它,以便游戏知道角色何时站在这些图块上在地图上。 谁能帮我? 我不知道是否有帮助,但这是代码:
public class PlayScreen implements Screen{
private Game game;
private OrthographicCamera gamecam;
private Viewport gamePort;
private TmxMapLoader mapLoader;
private TiledMap map;
OrthogonalTiledMapRenderer renderer;
//Box@d variables
private World world;
private Box2DDebugRenderer b2dr;
private Hero hero;
private ArrayList<Rectangle> specGroundList;
private boolean heroOnGround;
public PlayScreen(BasicGame game){
this.game = game;
gamecam = new OrthographicCamera();
gamePort = new FitViewport(BasicGame.V_WIDTH, BasicGame.V_HEIGHT, gamecam);
mapLoader = new TmxMapLoader();
map = mapLoader.load("Basic Map.tmx");
renderer = new OrthogonalTiledMapRenderer(map);
gamecam.position.set(gamePort.getWorldWidth() / 2, gamePort.getWorldHeight() / 2, 0);
world = new World(new Vector2(0, 0), true);
b2dr = new Box2DDebugRenderer();
hero = new Hero(world, this);
specGroundList = new ArrayList<Rectangle>();
world.setContactListener(new WorldContactListener());
BodyDef bdef = new BodyDef();
PolygonShape shape = new PolygonShape();
FixtureDef fdef = new FixtureDef();
Body body;
//create fence bodies/fixtures
for(MapObject object: map.getLayers().get(3).getObjects().getByType(RectangleMapObject.class)){
Rectangle rect = ((RectangleMapObject) object).getRectangle();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(rect.getX() + rect.getWidth() / 2, rect.getY() + rect.getHeight() / 2);
body = world.createBody(bdef);
shape.setAsBox(rect.getWidth() / 2, rect.getHeight() / 2);
fdef.shape = shape;
body.createFixture(fdef);
}
//create special ground bodies/fixtures
for(MapObject object: map.getLayers().get(2).getObjects().getByType(RectangleMapObject.class)) {
Rectangle rect = ((RectangleMapObject) object).getRectangle();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(rect.getX() + rect.getWidth() / 2, rect.getY() + rect.getHeight() / 2);
body = world.createBody(bdef);
shape.setAsBox(rect.getWidth() / 2, rect.getHeight() / 2);
fdef.shape = shape;
body.createFixture(fdef);
}
}
@Override
public void render(float delta) {
update(delta);
// Clear the game screen with Black
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render();
b2dr.render(world, gamecam.combined);
}
@Override
public void show() {
}
public void handleInput(float dt){
if(Gdx.input.isTouched()) {
// gamecam.position.x += 100 * dt;
gamecam.position.y -= 100 * dt;
}
}
public void update(float dt){
handleInput(dt);
world.step(1/60f, 6, 0);
hero.update(dt);
for(Rectangle rect: specGroundList){
}
gamecam.update();
renderer.setView(gamecam);
}
@Override
public void resize(int width, int height) {
gamePort.update(width, height);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
}
public Viewport getGamePort() {
return gamePort;
}
}
假设您的英雄有一个已知的位置,并且您的特殊地面区域是有方向的矩形,那么您不能只使用布尔函数返回如下内容:
Hero.x > rectangle.left & Hero.x < rectangle.right & hero.y > rectangle.bottom & hero.y < rectangle.top
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