对于我在学校的A级计算项目,我一直在创建一个2D Plat-former,其风格与洛克人游戏相似。到目前为止,我已经得到了一些菜单和播放器方法,例如碰撞检测、移动和动画。我所有的玩家动画都在一个精灵表中,大小不同,所以它们并不相等(79x136、118x128、88x136 等)。
这是我的具体问题:
但是,在玩游戏并通过移动和跳跃观看动画时,动画的尺寸似乎被拉伸或压缩成特定的尺寸,我相信是 118x140。
我之所以这样说,是因为其中一个静止动画,因为当播放器静止不动时,会以其适当的大小正确显示,并且与该分辨率相匹配,并且似乎所有其他动画都在尝试适应相同的尺寸。
我环顾了互联网和这个网站,看看是否有人有类似的问题,但似乎没有一个与这个问题直接相关,因此我要求解决这个问题。
这是我的 Player.java 文件中使用的代码,其中定义了播放器的所有方面:
package com.ultimate.robot.entities;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.math.Vector2;
public class Player extends Sprite implements InputProcessor {
/** the movement velocity */
private Vector2 velocity = new Vector2();
private float speed = 240 * 2, gravity = 180 * 1.8f, animationTime = 0;
private boolean canJump;
private Animation still, left, right, jump, fall;
private TiledMapTileLayer collisionLayer;
private String blockedKey = "blocked";
public Player(Animation still, Animation left, Animation right,
Animation jump, Animation fall, TiledMapTileLayer
collisionLayer) {
super(still.getKeyFrame(0));
this.still = still;
this.left = left;
this.right = right;
this.jump = jump;
this.fall = fall;
this.collisionLayer = collisionLayer;
}
public void draw(Batch spriteBatch) {
update(Gdx.graphics.getDeltaTime());
super.draw(spriteBatch);
}
public void update(float delta) {
// apply gravity
velocity.y -= gravity * delta;
// clamp velocity
if(velocity.y > speed)
velocity.y = speed;
else if(velocity.y < -speed)
velocity.y = -speed;
// save old position
float oldX = getX(), oldY = getY();
boolean collisionX = false, collisionY = false;
// move on x
setX(getX() + velocity.x * delta);
if(velocity.x < 0) // going left
collisionX = collidesLeft();
else if(velocity.x > 0) // going right
collisionX = collidesRight();
// react to x collision
if(collisionX) {
setX(oldX);
velocity.x = 0;
}
// move on y
setY(getY() + velocity.y * delta * 5f);
if(velocity.y < 0) // going down
canJump = collisionY = collidesBottom();
else if(velocity.y > 0) // going up
collisionY = collidesTop();
// react to y collision
if(collisionY) {
setY(oldY);
velocity.y = 0;
}
// update animation
animationTime += delta;
setRegion(velocity.x < 0 ? left.getKeyFrame(animationTime) :
velocity.x > 0 ? right.getKeyFrame(animationTime) :
velocity.y > 0 ? jump.getKeyFrame(animationTime) :
velocity.y < 0 ? fall.getKeyFrame(animationTime) :
still.getKeyFrame(animationTime));
}
private boolean isCellBlocked(float x, float y) {
Cell cell = collisionLayer.getCell(
(int) (x / collisionLayer.getTileWidth()),
(int) (y / collisionLayer.getTileHeight()));
return cell != null && cell.getTile() != null
&& cell.getTile().getProperties().containsKey(blockedKey);
}
public boolean collidesRight() {
for(float step = 0; step < getHeight();
step += collisionLayer.getTileHeight() / 2)
if(isCellBlocked(getX() + getWidth(), getY() + step))
return true;
return false;
}
public boolean collidesLeft() {
for(float step = 0; step < getHeight();
step += collisionLayer.getTileHeight() / 2)
if(isCellBlocked(getX(), getY() + step))
return true;
return false;
}
public boolean collidesTop() {
for(float step = 0; step < getWidth();
step += collisionLayer.getTileWidth() / 2)
if(isCellBlocked(getX() + step, getY() + getHeight()))
return true;
return false;
}
public boolean collidesBottom() {
for(float step = 0; step < getWidth();
step += collisionLayer.getTileWidth() / 2)
if(isCellBlocked(getX() + step, getY()))
return true;
return false;
}
public Vector2 getVelocity() {
return velocity;
}
public void setVelocity(Vector2 velocity) {
this.velocity = velocity;
}
public float getSpeed() {
return speed;
}
public void setSpeed(float speed) {
this.speed = speed;
}
public float getGravity() {
return gravity;
}
public void setGravity(float gravity) {
this.gravity = gravity;
}
public TiledMapTileLayer getCollisionLayer() {
return collisionLayer;
}
public void setCollisionLayer(TiledMapTileLayer collisionLayer) {
this.collisionLayer = collisionLayer;
}
@Override
public boolean keyDown(int keycode) {
switch(keycode) {
case Keys.SPACE:
if(canJump) {
velocity.y = speed / 3f;
canJump = false;
animationTime = 0;
}
break;
case Keys.LEFT:
velocity.x = -speed;
animationTime = 0;
break;
case Keys.RIGHT:
velocity.x = speed;
animationTime = 0;
}
return true;
}
@Override
public boolean keyUp(int keycode) {
switch(keycode) {
case Keys.LEFT:
case Keys.RIGHT:
velocity.x = 0;
animationTime = 0;
}
return true;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY,
int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY,
int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY,
int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}
下一个代码用于 playersheet.sprites 文件,该文件充当玩家的纹理图集并包含区域:
playersheet.png
format: RGBA8888
filter: Nearest,Nearest
repeat: none
playerstill
rotate: false
xy: 363, 272
size: 118, 140
orig: 59, 70
offset: 0, 0
index: -1
playerstill
rotate: false
xy: 867, 152
size: 118, 128
orig: 59, 64
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 688, 276
size: 79, 136
orig: 39, 68
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 481, 272
size: 92, 140
orig: 46, 70
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 767, 280
size: 132, 132
orig: 66, 66
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 644, 140
size: 88, 136
orig: 44, 68
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 422, 132
size: 98, 140
orig: 49, 70
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 732, 144
size: 135, 132
orig: 67, 66
offset: 0, 0
index: -1
playershoot
rotate: false
xy: 592, 0
size: 116, 136
orig: 58, 68
offset: 0, 0
index: -1
playerjump
rotate: false
xy: 0, 44
size: 74, 184
orig: 74, 184
offset: 0, 0
index: -1
playerjumpshoot
rotate: false
xy: 0, 228
size: 107, 184
orig: 107, 184
offset: 0, 0
index: -1
playerfall
rotate: false
xy: 186, 76
size: 108, 168
orig: 108, 168
offset: 0, 0
index: -1
playerfallshoot
rotate: false
xy: 107, 244
size: 124, 168
orig: 124, 168
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 294, 132
size: 128, 140
orig: 128, 140
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 573, 276
size: 115, 136
orig: 115, 136
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 294, 0
size: 150, 132
orig: 150, 132
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 520, 136
size: 124, 136
orig: 124, 136
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 231, 272
size: 132, 140
orig: 132, 140
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 444, 0
size: 148, 132
orig: 148, 132
offset: 0, 0
index: -1
playerblock
rotate: false
xy: 708, 8
size: 136, 132
orig: 136, 132
offset: 0, 0
index: -1
playerduck
rotate: false
xy: 899, 304
size: 96, 108
orig: 96, 108
offset: 0, 0
index: -1
playerhurt
rotate: false
xy: 844, 48
size: 136, 96
orig: 136, 96
offset: 0, 0
index: -1
playervictory
rotate: false
xy: 74, 48
size: 112, 180
orig: 112, 180
offset: 0, 0
index: -1
最后,我的 LevelOne.java 文件中使用了这段代码,该文件包含关卡的所有元素并创建播放器:
package com.ultimate.robot.levels;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.ultimate.robot.entities.Player;
public class LevelOne implements Screen {
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private OrthographicCamera camera;
private Music level1music;
private Sprite desert, blueSky;
private TextureAtlas playerAtlas;
private Player player;
@Override
public void show() {
map = new TmxMapLoader().load("maps/levelone.tmx");
playerAtlas = new TextureAtlas("Sprites/playersheet.sprites");
Animation still, left, right, jump, fall;
still = new Animation(1/2f, playerAtlas.findRegions("playerstill"));
left = new Animation(1 /6f, playerAtlas.findRegions("playerrun"));
right = new Animation(1 /6f, playerAtlas.findRegions("playerrun"));
jump = new Animation(1 /6f, playerAtlas.findRegions("playerjump"));
fall = new Animation(1 /6f, playerAtlas.findRegions("playerfall"));
still.setPlayMode(Animation.PlayMode.LOOP);
left.setPlayMode(Animation.PlayMode.LOOP);
right.setPlayMode(Animation.PlayMode.LOOP);
jump.setPlayMode(Animation.PlayMode.NORMAL);
fall.setPlayMode(Animation.PlayMode.NORMAL);
player = new Player(still, left, right, jump, fall,
(TiledMapTileLayer) map.getLayers().get(0));
player.setPosition(5 * player.getCollisionLayer().getTileWidth(),
4 * player.getCollisionLayer().getTileHeight());
// setting camera
camera = new OrthographicCamera();
// creating background
desert = new Sprite(new Texture(
Gdx.files.internal("Backgrounds/desert.png")));
blueSky = new Sprite(new Texture(
Gdx.files.internal("Backgrounds/bluesky.png")));
// creating music
level1music = Gdx.audio.newMusic(
Gdx.files.internal("Music/level1.ogg"));
// playing music
level1music.setLooping(true);
level1music.play();
Gdx.input.setInputProcessor(player);
renderer = new OrthogonalTiledMapRenderer(map);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.position.set(player.getX() + player.getWidth() / 2,
player.getY() + player.getHeight() / 2, 0);
camera.update();
renderer.setView(camera);
renderer.getBatch().begin();
renderer.getBatch().draw(blueSky, 0, 0);
renderer.getBatch().draw(desert, 0, 0);
player.draw(renderer.getBatch());
renderer.getBatch().end();
renderer.render();
}
@Override
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
level1music.dispose();
playerAtlas.dispose();
desert.getTexture().dispose();
blueSky.getTexture().dispose();
}
}
我希望这可以帮助找到解决方案。
您可以做几件事,如果只有 alpha 通道"会消耗更多内存",则执行所有相同的图像,以免彼此大小不同,另一方面,您可以检查动画是否具有某些分辨率和设施yourSprite.size (w, h);
后者,虽然看起来更容易,但你必须创建一个函数来控制你现在在精灵中的图像,如果这个改变分辨率,然后在设置精灵的大小,所以只在必要时改变,如果不改变大小,就不做设置,我希望我明白我的意思。
您的评论示例:
例如,打开 Gimp 并使用 Alpha 通道创建大小为 118x140 的图像,创建一个新图层并将图像粘贴到其中,然后将其导出为您想要的格式,例如 PNG"您可以向下合并图层以连接它们"但如果您有可见并导出,则没有必要。
inicial size before Gimp size base 118x140
texture size 79x136 texture size 118x140 after export gimp
texture size 118x128 texture size 118x140 after export gimp
texture size 88x136 texture size 118x140 after export gimp
yourSprite.size(118, 140);
别担心,我已经设法使用自定义动画类解决了它,同时遵循了另一个教程,它似乎修复了拉伸和压缩的动画。它创建了一个动画必须适合的纹理区域,但我已将大小设置为最大的动画,以便它们都适合该区域。我不得不重写很多代码,但我对最终结果很好。