libgdx等轴测平铺地图屏幕到带有视口的世界



我想创建一个简单的30x30等轴测平铺贴图,并添加一个监听器,以便能够点击平铺。我在这里查阅了很多文章和帖子,但没有一篇对我有帮助。我的问题是,我有一个30x17的视口、一个相机、一个舞台和一个tileWidth=32和tileHeight=16像素的平铺地图。现在,当我渲染平铺贴图时,它看起来很好。当我点击舞台并试图获得世界坐标时,我看到了一些非常奇怪的坐标。这是代码:

private static final float TILE_WIDTH = 32;
private static final float TILE_HEIGHT = 16;
private OrthographicCamera camera;
private Viewport viewport;
private Stage stage;
private IsometricTiledMapRenderer isometricTiledMapRenderer;
private Matrix4 isoTransform;
private Matrix4 invIsotransform;
public void load(AssetManagerLoaderV2 assetManagerLoader) {
assetManagerLoader.load();
init();
camera = new OrthographicCamera();
viewport = new FitViewport(30, 17, camera);
stage = new Stage(viewport);
TiledMap tiledMap = new TiledMapGenerator(assetManagerLoader).generate(30, 30);
isometricTiledMapRenderer = new IsometricTiledMapRenderer(tiledMap, 1/32f);
stage.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
System.out.println(screenToCell(x, y));
return true;
}
});
}
@Override
public void show() {
Gdx.input.setInputProcessor(stage);
}

@Override
public void render(float delta) {
DrawUtils.clearScreen();
viewport.apply();
isometricTiledMapRenderer.setView(camera);
isometricTiledMapRenderer.render();
}
@Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
isometricTiledMapRenderer.dispose();
stage.dispose();
}

public void init () {
//create the isometric transform
isoTransform = new Matrix4();
isoTransform.idt();
isoTransform.translate(0.0f, 0.25f, 0.0f);
isoTransform.scale((float)(Math.sqrt(2.0) / 2.0), (float)(Math.sqrt(2.0) / 4.0), 1.0f);
isoTransform.rotate(0.0f, 0.0f, 1.0f, -45.0f);
//... and the inverse matrix
invIsotransform = new Matrix4(isoTransform);
invIsotransform.inv();
}
public Vector2 worldToCell(float x, float y) {
float halfTileWidth = TILE_WIDTH * 0.5f;
float halfTileHeight = TILE_HEIGHT * 0.5f;
float row = (1.0f/2) * (x/halfTileWidth + y/halfTileHeight);
float col = (1.0f/2) * (x/halfTileWidth - y/halfTileHeight);
return  new Vector2((int)col,(int)row);
}
public Vector2 screenToWorld(float x, float y){
Vector3 touch = new Vector3(x,y,0);
camera.unproject(touch);
touch.mul(invIsotransform);
touch.mul(isoTransform);
return  new Vector2(touch.x,touch.y);
}

public Vector2 screenToCell(float x, float y) {
Vector2 world = screenToWorld(x,y);
world.y -= TILE_HEIGHT *0.5f;
return worldToCell(world.x,world.y);
}

有人知道如何编写worldToCell以获得正确的坐标吗?

我发现了问题,我错过了一步。这就是touchDown应该是什么样子:

@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
Vector2 newCoords = stage.stageToScreenCoordinates(new Vector2(x, y));
System.out.println(screenToCell(newCoords.x, newCoords.y));
return true;
}

我需要将舞台坐标转换为屏幕坐标,现在这个代码正在工作。

相关内容

  • 没有找到相关文章

最新更新