我正在尝试根据 Snake 示例制作一个 2-D 平铺系统。原来的 mTileGrid 还在,但是有一个新的数组:mMapGrid。重点是在每个更新周期将数据从 mMapGrid 复制到 mTileGrid,从而模拟比当前屏幕更大的区域。
我写了更多的函数,我现在将简要解释一下......然后,问题:
在地图网格中设置图块 public void setMapTile(int tileindex, int row, int column) { mMapGrid[row][column] = tileindex; }
在 onDraw() 中调用,将数据从 mMapGrid 移动到 mTileGrid
private void CopyArrayData()
{
//TODO: TAG
int countrow, countcolumn;
countrow = 0;
countcolumn = 0;
Log.w("PassNumbers", "TopLeftCorner.column 是:" + TopLeftCorner.column + " 和 TopLeftCorner.row 是 " + TopLeftCorner.row);
for(int x = TopLeftCorner.column; x <= mXTileCount; x++)
{
for(int y = TopLeftCorner.row; y <= mYTileCount; y++)
{
countrow++;
countcolumn++;
if(countrow == mXTileCount)
{
countrow = 0;
}
if(countcolumn == mYTileCount)
{
countcolumn = 0;
}
int set = mMapGrid[y + TopLeftCorner.row][x + TopLeftCorner.column];
if(set == SnakeView.GRASS)
{
setTile(set, countrow, countcolumn);
}
else
{
setTile(SnakeView.ROCK, countrow, countcolumn);
}
if(pass1 == false)
{
Log.w("TileGridAccess",("TileGrid Access: row" + countrow + " column" + countcolumn));
Log.w("MapGridAccess","MapGrid Access: row" + (y + TopLeftCorner.row) + " column:" + (x + TopLeftCorner.column));
}
}
pass1 = true;
}
}
}
update() 函数,这里调用了 setMapTile()
public void update() {
if (mMode == RUNNING) {
clearTiles();
setMapTile(GRASS, 5, 5);
setMapTile(GRASS, 5, 6);
setMapTile(GRASS, 5, 7);
setMapTile(GRASS, 5, 8);
setMapTile(GRASS, 5, 9);
mRedrawHandler.sleep(mMoveDelay);
}
}
onDraw() 函数:(与 Snake 中的原始 TileView 保持不变,除了消除了 if 大于零检查,因为我们有一个默认的 tile)
@Override public void onDraw(Canvas canvas) { super.onDraw(canvas);
CopyArrayData();
for (int x = 0; x < mXTileCount; x += 1) {
for (int y = 0; y < mYTileCount; y += 1) {
canvas.drawBitmap(mTileArray[mTileGrid[x][y]],
mXOffset + x * mTileSize,
mYOffset + y * mTileSize,
mPaint);
}
}
}
问题是显示的图块间隔不均匀,并且表现不佳。他们随意地分散在他们的行中。