我已經使用Tile軟件創建了10個對象圖層,並使用OrthogonalTiledMapRenderer對象渲染了平鋪的地圖。在Libgdx的TiledMap頂部渲染圖像actor
renderer.setView(camera);
renderer.render();
我已經創建了backgroundTiledMap類,它將Actor類擴展到它。 在mainGame類的stage中添加backgroundTiledMap類的對象。 它的渲染完美。
但是當我試圖添加下一個演員到同一個舞臺。它沒有得到渲染。
是否有任何不同的方式使用平鋪地圖和演員來檢測之間的碰撞。
低於實際代碼
backgroundTiledMap.java
類擴展爲演員和用於繪製從瓷磚地圖(瓦軟件創建的)背景
public class BackgroundTiledMap extends Actor {
public MapProperties properties;
public MapLayer layer;
public MapObject mapObject;
public TiledMapTileLayer tiledLayer;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private OrthographicCamera camera;
public Array<Rectangle> tiles = new Array<Rectangle>();
private Pool<Rectangle> rectPool = new Pool<Rectangle>() {
@Override
protected Rectangle newObject() {
return new Rectangle();
}
};
GameStartPoint game;
Stage stage;
Reptile reptile;
public BackgroundTiledMap(GameStartPoint game,Stage stage)
{
this.game = game;
this.stage = stage;
init();
}
public void init()
{
map = new TmxMapLoader().load("Images/GuideCrocodile.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1/16f);
camera = new OrthographicCamera();
camera.setToOrtho(false, 70, 50);
camera.update();
stage.setCamera(camera);
}
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
render();
}
public void render()
{
camera.update();
renderer.setView(camera);
renderer.render();
}
}
這是mainGame
屏幕用於創建階段,所有其他演員和對象在這裏添加
public class GuideCrocodileScreen implements Screen {
public GameStartPoint game;
private Stage stage;
public BackgroundTiledMap backgroundTiledMap;
public Reptile reptile;
MoveToAction moveAction;
public GuideCrocodileScreen(GameStartPoint game)
{
this.game = game;
stage = new Stage();
}
@Override
public void render(float delta) {
// clear the screen
Gdx.gl.glClearColor(0.7f, 0.7f, 1.0f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
Gdx.input.setInputProcessor(stage);
stage.draw();
}
private void addReptile(){
reptile = new Reptile(stage,100,100,50,50);
// backgroundTiledMap.getTiles(100,100,50,50);
reptile.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("down");
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("up");
}
public void touchDragged (float x, float y, int pointer) {
reptile.updateReptile(x,y);
}
public boolean touchMoved (float x, float y) {
//reptile.updateReptile(x,y);
return false;
}
});
stage.addActor(reptile);
}
@Override
public void resize(int width, int height) {
}
@Override
public void show() {
addBackgroundArea();
addReptile();
}
private void addBackgroundArea(){
backgroundTiledMap = new BackgroundTiledMap(game,stage);
stage.addActor(backgroundTiledMap);
}
}
新演員類,這是演員在屏幕上移動與backgroundTiledMap reptile.java
繪製的對象進行渲染tilemap的這樣
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
render();
super.draw(batch, parentAlpha);
}
後和碰撞圖紙上面tilemap的,你必須調用stage.draw演員檢測碰撞(這是沒有得到渲染)
public class Reptile extends Actor {
public GameStartPoint game;
private OrthogonalTiledMapRenderer renderer;
public SpriteBatch batch;
public int screenWidth;
public int screenHeight;
private Texture reptiletexture;
private TextureRegion reptileRegion;
private Stage stage;
public Reptile(Stage stage,int x, int y,int width, int height){
setX((float)x);
setY((float)y);
setWidth((float)width);
setHeight((float)height);
this.setTouchable(Touchable.enabled);
this.stage = stage;
initialize();
}
private void initialize(){
this.screenWidth = GameStartPoint.WIDTH;
this.screenHeight = GameStartPoint.HEIGHT;
reptiletexture = new Texture(Gdx.files.internal("Images/basketball.png"));
reptileRegion = new TextureRegion(reptiletexture);
this.setVisible(true);
}
@Override
public void draw(SpriteBatch batch,float parentAlpha)
{
super.draw(batch,parentAlpha);
batch.draw(reptileRegion, getX(), getY(), getOriginX(),
getOriginY(), getWidth(), getHeight(), getScaleX(),
getScaleY(), getRotation());
}
public void updateReptile(float x,float y)
{
int duration = 5;
if(Gdx.input.isTouched())
{
MoveToAction action = Actions.action(MoveToAction.class);
action.setPosition(x, y);
action.setDuration(duration);
this.addAction(action);
}
}
@Override
public Actor hit(float x, float y, boolean touchable) {
//Gdx.app.log("","reptile is touched.. ") ;
updateReptile(x,y);
return super.hit(x, y, touchable);
}
}