矩形内部的libgdx动画-碰撞检测-矩形



我正在编写一款类似口袋妖怪风格的RPG游戏(自上而下的视图)。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。问题是我很难在之前设置的动画周围绘制矩形。我在谷歌和YouTube上搜索了如何处理这个问题的答案/教程,但一无所获。

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

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();
}
}

如果您想检测两个矩形之间的碰撞,我在精灵中使用了一个示例。

public class TestSpriteOne extends Sprite{  
    private Rectangle rectangle;

添加构造函数

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

更新方法中

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

新的下一个

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

其他类别

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;
}

//调用TestSpriteOne类

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

//调用GameScreen类

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

它会重叠这个矩形是否与另一个矩形重叠,因此hasCollided变量将变为true。

编辑:如果动画更改其宽度或高度,您可以在更新方法中调整矩形的大小

rectangle.setSize (width, height);

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