SOLUTION:
public static boolean[][] laserField = new boolean[(int) Static.WORLD_SIZE][(int)Static.WORLD_SIZE];
public static List<LaserData> laserData = new ArrayList<LaserData>();
public static void calcLaserBoundryAreas() {
laserField = new boolean[(int) Level.levelBounds.bounds.width+5][(int) Level.levelBounds.bounds.height+5];
for (int i=0;i<laserField.length;i++) {
for (int j=0;j<laserField[i].length;j++) {
if(i==0 || i==laserField.length-1 || j==0 || j==laserField[i].length-1)
laserField[i][j] = true;
else
laserField[i][j] = false;
}
}
for (LaserBlock lBlock : lBlocks) {
int cols = (int)lBlock.bounds.width;
int rows = (int)lBlock.bounds.height;
float startX = lBlock.position.x - (cols-1f)/2f;
float startY = lBlock.position.y - (rows-1f)/2f;
for (int i=0;i<cols;i++) {
for (int j=0;j<rows;j++) {
addLaserCell(startX+i, startY+j);
}
}
}
addLaserData();
}
private static void addLaserCell(float x, float y) {
int cellX = (int)(x- Level.levelBounds.bounds.lowerLeft.x+2);
int cellY = (int)(y- Level.levelBounds.bounds.lowerLeft.y+2);
if (cellX < 0 || cellX > laserField.length-1) return;
if (cellY < 0 || cellY > laserField[cellX].length-1) return;
laserField[cellX][cellY] = true;
}
private static void addLaserData() {
laserData = new ArrayList<LaserData>();
for (int i=1;i<laserField.length-1;i++) {
for (int j=1;j<laserField[i].length-1;j++) {
if (!laserField[i][j]) {
checkNeighbours(i,j);
}
}
}
optimiseLaserData();
}
private static void checkNeighbours(int x, int y) {
boolean u = laserField[x][y+1];
boolean ul = laserField[x-1][y+1];
boolean l = laserField[x-1][y];
boolean bl = laserField[x-1][y-1];
boolean b = laserField[x][y-1];
boolean br = laserField[x+1][y-1];
boolean r = laserField[x+1][y];
boolean ur = laserField[x+1][y+1];
/*
* TOP LEFT CORNER
*/
float posX, posY;
posX = Level.levelBounds.bounds.lowerLeft.x+x-2.5f;
posY = Level.levelBounds.bounds.lowerLeft.y+y-1.5f;
if(u && ul && l)
laserData.add(new LaserData(posX, posY, true, 0, 0));
else if(!u && ul && l)
laserData.add(new LaserData(posX, posY, false, 1, 0));
else if(!u && ul && !l)
laserData.add(new LaserData(posX, posY, true, 0, 2));
/*
* BOTTOM LEFT CORNER
*/
posX = Level.levelBounds.bounds.lowerLeft.x+x-2.5f;
posY = Level.levelBounds.bounds.lowerLeft.y+y-2.5f;
if(l && bl && b)
laserData.add(new LaserData(posX, posY, true, 0, 1));
else if(!l && bl && b)
laserData.add(new LaserData(posX, posY, false, 1, 1));
else if(!l && bl && !b)
laserData.add(new LaserData(posX, posY, true, 0, 3));
/*
* BOTTOM RIGHT CORNER
*/
posX = Level.levelBounds.bounds.lowerLeft.x+x-1.5f;
posY = Level.levelBounds.bounds.lowerLeft.y+y-2.5f;
if(b && br && r)
laserData.add(new LaserData(posX, posY, true, 0, 2));
else if(!b && br && r)
laserData.add(new LaserData(posX, posY, false, 1, 2));
else if(!b && br && !r)
laserData.add(new LaserData(posX, posY, true, 0, 0));
/*
* TOP RIGHT CORNER
*/
posX = Level.levelBounds.bounds.lowerLeft.x+x-1.5f;
posY = Level.levelBounds.bounds.lowerLeft.y+y-1.5f;
if(r && ur && u)
laserData.add(new LaserData(posX, posY, true, 0, 3));
else if(!r && ur && u)
laserData.add(new LaserData(posX, posY, false, 1, 3));
else if(!r && ur && !u)
laserData.add(new LaserData(posX, posY, true, 0, 1));
}
private static void optimiseLaserData() {
List<LaserData> optiLaserData = new ArrayList<LaserData>();
for(LaserData ld : laserData) {
if(ld.cornerPiece)
optiLaserData.add(ld);
else if(ld.dir == 0 || ld.dir == 2){
float x = ld.x;
float bottomY = ld.y;
float topY = ld.y;
float count = 1;
while (searchStraightLaserData(laserData, x, topY+1, ld.dir)) {
count++;
topY++;
}
while (searchStraightLaserData(laserData, x, bottomY-1, ld.dir)) {
count++;
bottomY--;
}
float centerY = bottomY + (topY-bottomY)/2;
if(!searchStraightLaserData(optiLaserData, x, centerY, ld.dir))
optiLaserData.add(new LaserData(x, centerY, false, count, ld.dir));
} else {
float y = ld.y;
float leftX = ld.x;
float rightX = ld.x;
float count = 1;
while (searchStraightLaserData(laserData, rightX+1, y, ld.dir)) {
count++;
rightX++;
}
while (searchStraightLaserData(laserData, leftX-1, y, ld.dir)) {
count++;
leftX--;
}
float centerX = leftX + (rightX-leftX)/2;
if(!searchStraightLaserData(optiLaserData, centerX, y, ld.dir))
optiLaserData.add(new LaserData(centerX, y, false, count, ld.dir));
}
}
laserData = optiLaserData;
}
private static boolean searchStraightLaserData(List<LaserData> data, float x, float y, int dir) {
for(LaserData ld : data)
if(ld.x == x && ld.y == y && ld.dir == dir && !ld.cornerPiece)
return true;
return false;
}
這些方法首先創建一個布爾網格的水平邊緣界限在每一側一個1個平方額外邊緣的大小。這被初始化爲假來代表安全區域,並且額外的邊緣被設置爲真,以便我們有一種空心的盒子。額外的邊緣有助於稍後消除檢查laserField上不正確索引的需要。
將等級範圍映射到網格後,將單個單元格更改爲真,其中激光塊覆蓋以前的任何單元格。
一旦布爾網格被完全映射,它就會遍歷每個網格單元,當它發現一個單元格爲false時,它會將網格座標傳遞給下一個方法,該方法將查看12個不同的鄰近模式,以確定是否有激光器應該在這個單元周圍呈現。LaserData構造函數採用以下參數(float x,float y,布爾cornerPiece,float長度,int方向)
最後一節進行蠻力搜索以檢查是否有任何相鄰的直片可以被單個較長的直線以節省渲染額外的精靈。
渲染器就可以只通過laserData列表讀取每個幀,它有它需要的所有渲染正確的質地,它的位置,長度等信息......
注:的寬度和高度爲了說明邊界外的玩家的寬度,等級邊界比實際遊戲區域小3個單位。這就是levelBounds.lowerleft + 5,+2和+ 1.5f等等來自哪裏。這是一個有點哈克我知道,但它是舊代碼,我不敢碰它xD
Yawnnnnnnnnnnnnn !!!! –