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LibGdx平鋪地圖渲染問題

[英]LibGdx Tiled Map Rendering Issue

我試圖學習一本書來學習LibGDX游戲引擎,但是我在渲染平鋪地圖時遇到了問題。 我想我用書寫了相同的代碼,但我無法得到相同的結果。

它是一個帶有角色和地圖的簡單游戲。 當我渲染角色和背景時,沒有問題。

它看起來像這樣;

http://i66.tinypic.com/nb97nq.png

但是我添加了我的tmx地圖后,屏幕只顯示了游戲的一部分,沒有地圖..我不知道該如何解決..我真的很困惑。

在此處輸入鏈接說明

這些是我的GameManager和ScreenManager類,也許您可​​以找出我做錯了什么。

public class GameManager {

static TiledMap map;
public static TiledMapRenderer renderer;/////

//region paddle
static TextureRegion leftPaddleTexture;
static TextureRegion rightPaddleTexture;
static Sprite leftPaddleSprite;
static Sprite rightPaddleSprite;
public static final float PADDLE_RESIZE_FACTOR = 700f;
public static final float PADDLE_ALPHA = 0.25f;
public static final float PADDLE_HORIZ_POS_FACTOR = 0.02f;
public static final float PADDLE_VERT_POSITION_FACTOR = 0.01f;
//endregion

static AssetManager assetManager;
static TextureAtlas texturePack;

static Bob bob;

static TextureRegion bobSpriteSheet;

public static Sprite backgroundSprite;
public static Texture backgroundTexture;

public static final float BOB_RESIZE_FACTOR = 400f;

public static void loadAssets()
{
    assetManager.load(GameConstants.backgroundImage, Texture.class);
    assetManager.load(GameConstants.texturePack, TextureAtlas.class);


    assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));


    assetManager.load(GameConstants.level1, TiledMap.class);


    assetManager.finishLoading();
}

public static void initialize(float width, float height)
{



    assetManager = new AssetManager();
    loadAssets();


    map = assetManager.get(GameConstants.level1);
    renderer = new OrthogonalTiledMapRenderer(map, GameConstants.unitScale);

    GameScreen.camera.setToOrtho(false, 35,20);
    GameScreen.camera.update();


    renderer.setView(GameScreen.camera);

    texturePack = assetManager.get(GameConstants.texturePack);

    initializeLeftPaddle(width,height);
    initializeRightPaddle(width, height);

    bob = new Bob();
    bobSpriteSheet = texturePack.findRegion(GameConstants.bobSpriteSheet);
    bob.initialize(width,height,bobSpriteSheet);


    bob.bobSprite = new Sprite(bobSpriteSheet);

    //set the size of the bob
    bob.bobSprite.setSize((walkSheet.getRegionWidth()/ANIMATION_FRAME_SIZE) * (width/BOB_RESIZE_FACTOR),
            walkSheet.getRegionHeight()*(width/BOB_RESIZE_FACTOR));

    bob.bobSprite.setPosition(width / 2f, 0);

    backgroundTexture =assetManager.get(GameConstants.backgroundImage);
    backgroundSprite = new Sprite(backgroundTexture);

    backgroundSprite.setSize(width, height);

}

public static void renderGame(SpriteBatch batch)
{
   backgroundSprite.draw(batch);
    bob.update();
    bob.render(batch);
    leftPaddleSprite.draw(batch);
    rightPaddleSprite.draw(batch);

}

public static void dispose()
{
    assetManager.unload(GameConstants.backgroundImage);
  assetManager.clear();
}

public static void initializeLeftPaddle(float width, float height)
{
    leftPaddleTexture = texturePack.findRegion(GameConstants.leftPaddleImage);
    leftPaddleSprite = new Sprite(leftPaddleTexture);

    leftPaddleSprite.setSize(leftPaddleSprite.getWidth()*width/PADDLE_RESIZE_FACTOR,
            leftPaddleSprite.getHeight()*width/PADDLE_RESIZE_FACTOR);

    leftPaddleSprite.setPosition(width * PADDLE_HORIZ_POS_FACTOR, height * PADDLE_VERT_POSITION_FACTOR);

    leftPaddleSprite.setAlpha(PADDLE_ALPHA);
}

public static void initializeRightPaddle(float width, float height)
{
    rightPaddleTexture = texturePack.findRegion(GameConstants.rightPaddleImage);
    rightPaddleSprite = new Sprite(rightPaddleTexture);

    rightPaddleSprite.setSize(rightPaddleSprite.getWidth()*width/PADDLE_RESIZE_FACTOR,
            rightPaddleSprite.getHeight()*width/PADDLE_RESIZE_FACTOR);

    rightPaddleSprite.setPosition(leftPaddleSprite.getX() + leftPaddleSprite.getWidth() + width * PADDLE_HORIZ_POS_FACTOR,
            height * PADDLE_VERT_POSITION_FACTOR);

    rightPaddleSprite.setAlpha(PADDLE_ALPHA);
}

}

public class GameScreen implements Screen {

MainGame game;
SpriteBatch batch;
public static OrthographicCamera camera;

public GameScreen(MainGame game)
{
    this.game = game;
    float height = Gdx.graphics.getHeight();
    float width = Gdx.graphics.getWidth();

    camera = new OrthographicCamera(width, height);
    camera.setToOrtho(false);

    batch = new SpriteBatch();

    GameManager.initialize(width, height);

    Gdx.input.setInputProcessor(new InputManager(camera));

}

@Override
public void show() {

}

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(1,1,1,1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);


    batch.setProjectionMatrix(camera.combined);


    GameManager.renderer.render();


     batch.begin();
     GameManager.renderGame(batch);
     batch.end();





}

@Override
public void resize(int width, int height) {

}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void hide() {

}

@Override
public void dispose() {
    batch.dispose();
    GameManager.dispose();

}

}

希望您能提供幫助,我在網站上搜索時發現了同樣的問題,但我無法..

static TiledMap map;

讓我們在GameConstants類中定義地圖文件的路徑:

public static final String level1 = "data/maps/level1.tmx";

要排隊加載地圖,請將以下代碼行添加到GameManager的loadAssets()方法中,然后調用finishLoading()方法:

// set the tiled map loader for the assetmanager
assetManager.setLoader(TiledMap.class, new TmxMapLoader(new
InternalFileHandleResolver()));
//load the tiled map
assetManager.load(GameConstants.level1, TiledMap.class);
//blocking method to load all assets
assetManager.finishLoading();

現在,您可以將地圖實例加載到initialize()方法中:loadAssets();

// get the map instance loaded
map = assetManager.get(GameConstants.level1);

要渲染地圖,我們需要一個地圖渲染器。 由於我們使用的是正交圖,因此Tiled包中的OrthogonalTiledMapRenderer適合於此目的。 在GameManager類中聲明其實例:

public static OrthogonalTiledMapRenderer renderer;
// map renderer

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