使用libgdx(java)的碰撞检测Tmx映射

Exi*_*kle 1 java tmx libgdx

所以我试图在我的游戏中实现碰撞检测,我在tmx文件中有一个名为Collision的图层.LIBGDX现场教程不涉及与对象层的交互,很难弄清楚如何首先渲染地图.这就是我渲染屏幕的方式,我想学习如何获取碰撞图层,然后让我的精灵与它进行交互.

@Override
    public void render(float delta) {
        translateCamera();

        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        camera.update();

        renderer.setView(camera);

        renderer.render(bgLayers);
        // renderer.render();

        batch.begin();

        batch.draw(playerDirect, Gdx.graphics.getWidth() / 2,
                Gdx.graphics.getHeight() / 2);

        batch.end();
        renderer.render(fgLayers);

    }
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dae*_*ina 5

有一种方法可以使用对象层.不要放弃希望!

与使用tile属性相比,此方法的一个主要优点是可以轻松地生成更少,更大的实体,以提高Box2d的效率.而且,更好的是,这些身体可以是你想要的任何形状!我的游戏中的样本水平现在只有三个有趣的形状(看起来更有机体)ChainShape的身体,而不是几十个方形的身体.

在网络丛林深处严重打猎之后,我在GameDev上回答了同样的问题.我找到的教程对我来说并不是很有效,所以稍后编辑我想出了这个:

public class MapBodyBuilder {

    // The pixels per tile. If your tiles are 16x16, this is set to 16f
    private static float ppt = 0;

    public static Array<Body> buildShapes(Map map, float pixels, World world) {
        ppt = pixels;
        MapObjects objects = map.getLayers().get("Obstacles").getObjects();

        Array<Body> bodies = new Array<Body>();

        for(MapObject object : objects) {

            if (object instanceof TextureMapObject) {
                continue;
            }

            Shape shape;

            if (object instanceof RectangleMapObject) {
                shape = getRectangle((RectangleMapObject)object);
            }
            else if (object instanceof PolygonMapObject) {
                shape = getPolygon((PolygonMapObject)object);
            }
            else if (object instanceof PolylineMapObject) {
                shape = getPolyline((PolylineMapObject)object);
            }
            else if (object instanceof CircleMapObject) {
                shape = getCircle((CircleMapObject)object);
            }
            else {
                continue;
            }

            BodyDef bd = new BodyDef();
            bd.type = BodyType.StaticBody;
            Body body = world.createBody(bd);
            body.createFixture(shape, 1);

            bodies.add(body);

            shape.dispose();
        }
        return bodies;
    }

    private static PolygonShape getRectangle(RectangleMapObject rectangleObject) {
        Rectangle rectangle = rectangleObject.getRectangle();
        PolygonShape polygon = new PolygonShape();
        Vector2 size = new Vector2((rectangle.x + rectangle.width * 0.5f) / ppt,
                                   (rectangle.y + rectangle.height * 0.5f ) / ppt);
        polygon.setAsBox(rectangle.width * 0.5f / ppt,
                         rectangle.height * 0.5f / ppt,
                         size,
                         0.0f);
        return polygon;
    }

    private static CircleShape getCircle(CircleMapObject circleObject) {
        Circle circle = circleObject.getCircle();
        CircleShape circleShape = new CircleShape();
        circleShape.setRadius(circle.radius / ppt);
        circleShape.setPosition(new Vector2(circle.x / ppt, circle.y / ppt));
        return circleShape;
    }

    private static PolygonShape getPolygon(PolygonMapObject polygonObject) {
        PolygonShape polygon = new PolygonShape();
        float[] vertices = polygonObject.getPolygon().getTransformedVertices();

        float[] worldVertices = new float[vertices.length];

        for (int i = 0; i < vertices.length; ++i) {
            worldVertices[i] = vertices[i] / ppt;
        }

        polygon.set(worldVertices);
        return polygon;
    }

    private static ChainShape getPolyline(PolylineMapObject polylineObject) {
        float[] vertices = polylineObject.getPolyline().getTransformedVertices();
        Vector2[] worldVertices = new Vector2[vertices.length / 2];

        for (int i = 0; i < vertices.length / 2; ++i) {
            worldVertices[i] = new Vector2();
            worldVertices[i].x = vertices[i * 2] / ppt;
            worldVertices[i].y = vertices[i * 2 + 1] / ppt;
        }

        ChainShape chain = new ChainShape(); 
        chain.createChain(worldVertices);
        return chain;
    }
}
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假设你已经设置好了你的瓷砖大小相当于你的Box2d中的1平方米(如果你愿意,1平方单位),那么它产生World的静态Bodys就是你在Tiled中绘制它们的确切位置.看到这种情况真是令人满意,相信你吧.