矩形内的 libgdx 动画 - 碰撞检测 - 矩形 [英] libgdx animation inside of a rectangle - collison detection - rectangles

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问题描述

我正在编写一个类似于 Pokemon 风格的 RPG 游戏(俯视图).我现在正在研究碰撞检测的问题.我想创建基于矩形的碰撞检测.问题是我很难在我之前设置的动画周围绘制矩形.我在 Google 和 YouTube 上搜索了有关如何处理此问题的答案/教程,但一无所获.

I am writing a RPG game similar to the style of Pokemon (top down view). I am now working on the issue of collision detection. I am wanting to create the collision detection based on rectangles. The problem is that i am having difficulty drawing the rectangle around the animation that i have previously set. I have searched Google and YouTube for a answer/tutorial of how to handle this problem yet found nothing.

播放器类

public class Player {

public Vector2 position; 
private float moveSpeed;
private SpriteBatch batch;

//animation
public Animation an;
private Texture tex;
public TextureRegion currentFrame;
private TextureRegion[][] frames;
private float frameTime;


public Player(Vector2 position){
    this.position = position;
    moveSpeed = 5f;
    createPlayer();
}

public void createPlayer(){
    tex = new Texture("Sprites/image.png");
    frames = TextureRegion.split(tex, tex.getWidth()/3, tex.getHeight()/4);
    an = new Animation(0.10f, frames[0]);
}

public void render(float delta){
    handleInput();
    frameTime += delta;
    currentFrame = an.getKeyFrame(frameTime, true);
}

public void handleInput(){
    if(Gdx.input.isKeyPressed(Keys.UP)){
        an = new Animation(0.10f, frames[3]);
        position.y += moveSpeed;
    }
    if(Gdx.input.isKeyPressed(Keys.DOWN)){
        an = new Animation(0.10f, frames[0]);
        position.y -= moveSpeed;
    }
    if(Gdx.input.isKeyPressed(Keys.LEFT)){
        an = new Animation(0.10f, frames[1]);
        position.x -= moveSpeed;
    }
    if(Gdx.input.isKeyPressed(Keys.RIGHT)){
        an = new Animation(0.10f, frames[2]);
        position.x += moveSpeed;    
    }
    if(!Gdx.input.isKeyPressed(Keys.ANY_KEY)){
        an = new Animation(0.10f, frames[0]);
    }
}

public void dispose(){
    batch.dispose();
}

public float getX(){
    return position.x;
}

public float getY(){
    return position.y;
}

public int getWidth(){
    return 32;
}

public int getHeight(){
    return 32;
}

}

WorldRenderer.class

WorldRenderer.class

public class WorldRenderer {

private OrthogonalTiledMapRenderer renderer;
public OrthographicCamera camera;
private Player player;

//Tilemap
private TiledMapTileLayer collision;
private TiledMap map;


public WorldRenderer() {
    map = new TmxMapLoader().load("maps/testMap.tmx");
    renderer = new OrthogonalTiledMapRenderer(map);

    //Tiled layers
    collision = (TiledMapTileLayer) map.getLayers().get("collision");

    player = new Player(new Vector2(100, 100));
    camera = new OrthographicCamera();
    camera.viewportWidth = Gdx.graphics.getWidth()/2;
    camera.viewportHeight = Gdx.graphics.getHeight()/2;

}
public void render (float delta) {      
    camera.update();
    renderer.setView(camera);
    renderer.render();

    player.render(delta);


    // Calculate tile size in pixels
    MapProperties prop = renderer.getMap().getProperties();
    int mapWidth = prop.get("width", Integer.class); //how many tiles in map
    int mapHeight = prop.get("height", Integer.class);
    int tilePixelWidth = prop.get("tilewidth", Integer.class); //size of each tile
    int tilePixelHeight = prop.get("tileheight", Integer.class);

    // Calculate total map size
    int worldSizeX = mapWidth * tilePixelWidth;
    int worldSizeY = mapHeight * tilePixelHeight;

    // Calculate min/max camera points inside the map
    float minCameraX = camera.zoom * (camera.viewportWidth / 2); 
    float maxCameraX = worldSizeX - minCameraX;
    float minCameraY = camera.zoom * (camera.viewportHeight / 2);
    float maxCameraY = worldSizeY - minCameraY;

    // set the camera to either the player or the min/max of the camera based on player position
    camera.position.set(
            Math.min(maxCameraX, Math.max(player.position.x + 32 / 2, minCameraX)),
            Math.min(maxCameraY, Math.max(player.position.y + 32 / 2, minCameraY)),
            0);
    camera.update();
    renderer.getSpriteBatch().setProjectionMatrix(camera.combined);



    renderer.getSpriteBatch().begin();
    renderer.getSpriteBatch().draw(player.currentFrame, player.position.x, player.position.y);
    renderer.getSpriteBatch().end();
}

}

推荐答案

如果你想检测两个矩形之间的碰撞,有一个我用 sprites 使用的例子.

If you want to detect collision between two rectangles, there is an example I used with sprites.

public class TestSpriteOne extends Sprite{  
    private Rectangle rectangle;

添加构造函数.

rectangle = new Rectangle(getX(), getY(), getWidth(), getHeight());

更新方法

rectangle.setPosition(getX(), getY());

是一个网络

public Rectangle getColliderActor(){
    return this.rectangle;
}

其他类

public class TestSpriteTwo extends Sprite{
    private Rectangle rectangle;

构造函数中.

rectangle = new Rectangle(getX(), getY(), getWidth(), getHeight());

更新方法中

rectangle.setPosition(getX(), getY());

方法中

public Rectangle getColliderActor(){
   return this.rectangle;
}

//在TestSpriteOne类中调用

// Call in the TestSpriteOne class

boolean hasCollided = TestSpriteTwo.getColliderActor().overlaps(getColliderActor());

//在GameScreen类中调用

//Call in the GameScreen class

boolean hasCollided = TestSpriteOne.getColliderActor().overlaps(TestSpriteTwo.getColliderActor());

这个矩形是否与另一个矩形重叠,所以hasCollided变量会变为true.

It overlaps whether this rectangle overlaps the other rectangle, so hasCollided variable will become true.

如果动画改变了它的宽度或高度,你可以在 update 方法中调整矩形的大小

if the animation changes its width or height, you could resize the rectangle in the update method

rectangle.setSize (width, height);

这篇关于矩形内的 libgdx 动画 - 碰撞检测 - 矩形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!

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