基于瓦片地图滚动 [英] Tile based map scrolling
问题描述
该脚本绘制地图和其他的东西:
This script draws the map and other stuff:
public void render(Canvas canvas) {
canvas.drawColor(Color.TRANSPARENT);
Drawable myImage;
int tileWidth = 50;
int tileHeight = 50;
int mapWidth = 3;
int mapHeight = 3;
int rowBaseX = 0;
int rowBaseY = 0;
int[][] board = new int[][] {
{0,0,0},
{0,0,0},
{0,0,2}
};
for (int row = 0; row < mapHeight; row++)
{
for (int col = 0; col < mapWidth; col++)
{
Resources res = this.getContext().getResources();
switch(board[row][col])
{
case 0:
myImage = res.getDrawable(R.drawable.tile1);
break;
case 1:
myImage = res.getDrawable(R.drawable.tile2);
break;
default:
myImage = res.getDrawable(R.drawable.tile3);
break;
}
int curL;
int curU;
int curR;
int curD;
curL = rowBaseX + (col * tileWidth);
curU = rowBaseY + (row * tileHeight);
curR = curL + tileWidth;
curD = curU + tileHeight;
if (droid.x - decentreX < curR & droid.x + decentreX > curL) {
if (droid.y - decentreY < curD & droid.y + decentreY > curU) {
myImage.setBounds(curL,curU,curR,curD);
myImage.draw(canvas);
}
}
}
}
droid.draw(canvas);
butt.draw(canvas);
butt1.draw(canvas);
butt2.draw(canvas);
butt3.draw(canvas);
buttz.draw(canvas);
buttz1.draw(canvas);
buttz2.draw(canvas);
buttz3.draw(canvas);
buttx.draw(canvas);
}
渲染(帆布油画)methos被称为每一帧。我如何可以滚动地图图块?我想这样的:
The render(Canvas canvas) methos is called on every frame. How can i scroll the map tiles? I tried this:
public void render(Canvas canvas) {
canvas.drawColor(Color.TRANSPARENT);
Drawable myImage;
int tileWidth = 50;
int tileHeight = 50;
int mapWidth = 3;
int mapHeight = 3;
int rowBaseX = 0;
int rowBaseY = 0;
int[][] board = new int[][] {
{0,0,0},
{0,0,0},
{0,0,2}
};
for (int row = 0; row < mapHeight; row++)
{
for (int col = 0; col < mapWidth; col++)
{
Resources res = this.getContext().getResources();
switch(board[row][col])
{
case 0:
myImage = res.getDrawable(R.drawable.tile1);
break;
case 1:
myImage = res.getDrawable(R.drawable.tile2);
break;
default:
myImage = res.getDrawable(R.drawable.tile3);
break;
}
int curL;
int curU;
int curR;
int curD;
curL = rowBaseX + (col * tileWidth);
curU = rowBaseY + (row * tileHeight);
if (droid.touched & !droid.touched1 & !droid.touched3) {
curL -= 1;
}else if (droid.touched1 & !droid.touched & !droid.touched2){
curU += 1;
}else if (droid.touched2 & !droid.touched1 & !droid.touched3){
curL += 1;
}else if (droid.touched3 & !droid.touched2 & !droid.touched){
curU -= 1;
}else if (droid.touched & droid.touched1){
curL -= 1;
curU += 1;
}else if (droid.touched1 & droid.touched2){
curL += 1;
curU += 1;
}else if (droid.touched2 & droid.touched3){
curL += 1;
curU -= 1;
}else if (droid.touched3 & droid.touched){
curL -= 1;
curU -= 1;
}
curR = curL + tileWidth;
curD = curU + tileHeight;
if (droid.x - decentreX < curR & droid.x + decentreX > curL) {
if (droid.y - decentreY < curD & droid.y + decentreY > curU) {
myImage.setBounds(curL,curU,curR,curD);
myImage.draw(canvas);
}
}
}
}
droid.draw(canvas);
butt.draw(canvas);
butt1.draw(canvas);
butt2.draw(canvas);
butt3.draw(canvas);
buttz.draw(canvas);
buttz1.draw(canvas);
buttz2.draw(canvas);
buttz3.draw(canvas);
buttx.draw(canvas);
}
但它并没有奏效。一切不是在此方法并不重要。帮我! :)
but it didn't worked. Everything that is not in this method is not important. Help me! :)
推荐答案
看来你正在改变LCAL瓦尔卷曲
和 curU
。帕斯托雷每次打电话限制的移动到 1
-Increment在检查时,使用<$ C $从 rowBase
重新计算C> droid.touched 。
Seems that you are changing lcal vars curL
and curU
. Thore are recalculates from rowBase
on each call restricting the movement to the 1
-increment you use when checking droid.touched
.
您应该通过更改 rowBase
变量改变瓷砖的全球地位。
You should change the global position of the tiles by changing the rowBase
variables.
这篇关于基于瓦片地图滚动的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!