noo*_*one 21
libGDX不直接支持这一点,因为TiledMap的东西仅用于渲染.
你可以轻松创建一个Stage,它将作为你的TiledMap的某种覆盖输入层.只需Actor为每个瓷砖创建一个与该瓷砖具有相同尺寸的瓷砖.然后,您可以向EventListener这些演员添加s,以便能够识别诸如对这些演员的点击之类的内容.
这些演员应该提及他们的"起源",即TiledMapTileLayer.Cell.因此,您可以在处理这些事件时随时从演员返回到单元格.
以下显示了如何执行此操作:
该Actor负责捕获事件并保留有关它所基于的图块的信息:
public class TiledMapActor extends Actor {
private TiledMap tiledMap;
private TiledMapTileLayer tiledLayer;
private TiledMapTileLayer.Cell cell;
public TiledMapActor(TiledMap tiledMap, TiledMapTileLayer tiledLayer, TiledMapTileLayer.Cell cell) {
this.tiledMap = tiledMap;
this.tiledLayer = tiledLayer;
this.cell = cell;
}
}
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这个小听众可以附加到其中一个演员身上,并且可以做任何逻辑:
public class TiledMapClickListener extends ClickListener {
private TiledMapActor actor;
public TiledMapClickListener(TiledMapActor actor) {
this.actor = actor;
}
@Override
public void clicked(InputEvent event, float x, float y) {
System.out.println(actor.cell + " has been clicked.");
}
}
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以下类实际上从给定的地图创建actor并将它们连接到侦听器:
public class TiledMapStage extends Stage {
private TiledMap tiledMap;
public TiledMapStage(TiledMap tiledMap) {
this.tiledMap = tiledMap;
for (MapLayer layer : tiledMap.getLayers()) {
TiledMapTileLayer tiledLayer = (TiledMapTileLayer)layer;
createActorsForLayer(tiledLayer);
}
}
private void createActorsForLayer(TiledMapTileLayer tiledLayer) {
for (int x = 0; x < tiledLayer.getWidth(); x++) {
for (int y = 0; y < tiledLayer.getHeight(); y++) {
TiledMapTileLayer.Cell cell = tiledLayer.getCell(x, y);
TiledMapActor actor = new TiledMapActor(tiledMap, tiledLayer, cell);
actor.setBounds(x * tiledLayer.getTileWidth(), y * tiledLayer.getTileHeight(), tiledLayer.getTileWidth(),
tiledLayer.getTileHeight());
addActor(actor);
EventListener eventListener = new TiledMapClickListener(actor);
actor.addListener(eventListener);
}
}
}
}
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现在,TiledMapStage遗嘱将为您完成所有工作.您需要做的就是以下内容:
Stage stage = new TiledMapStage(tiledMap);
Gdx.input.setInputProcessor(stage);
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在渲染(...)中你需要打电话stage.act().请记住Viewport在舞台上使用相同的方法来渲染TiledMap.否则输入和渲染的地图将不对齐.
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