我正在编写一个基于等距图块的游戏,其中角色可以在图块中自由行走,但不能越过具有碰撞标志的某些图块。听起来很简单,只需使用 Screen Coordinates to Tile 方法检查玩家将要移动的位置,并使用我们返回的 xy 索引检查瓷砖数组,看看它是否可碰撞。如果不是,则不要移动角色。我遇到的问题是我的 Screen to Tile 方法没有吐出正确的 X、Y 平铺索引。这种方法可以完美地使用鼠标选择瓷砖。注意:我的 X 瓷砖从左到右,我的 Y 瓷砖从上到下。从网上的一些例子反转过来。以下是相关代码:
public Vector2 ScreentoTile(Vector2 screenPoint) {
//Vector2 is just a object with x and y float properties
//camOffsetX,Y are my camera values that I use to shift everything but the
//current camera target when the target moves
//tilescale = 128, screenheight = 480, the -46 offset is to center
// vertically + 16 px for some extra gfx in my tile png
Vector2 tileIndex = new Vector2(-1,-1);
screenPoint.x -= camOffsetX;
screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46;
tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2));
tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2));
return tileIndex;
}
调用此代码的方法是:
private void checkTileTouched () {
if (Gdx.input.justTouched()) {
if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) {
if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1);
Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite;
sprite.setColor(0, 0.3f, 0, 1);
lastSelectedTile = sprite;
}
}
if (touchDown) {
float moveX=0,moveY=0;
Vector2 pos = new Vector2();
if (player.direction == direction_left) {
moveX = -(player.moveSpeed);
moveY = -(player.moveSpeed / 2);
Gdx.app.log("Movement", String.valueOf("left"));
} else if (player.direction == direction_upleft) {
moveX = -(player.moveSpeed);
moveY = 0;
Gdx.app.log("Movement", String.valueOf("upleft"));
} else if (player.direction == direction_up) {
moveX = -(player.moveSpeed);
moveY = player.moveSpeed / 2;
Gdx.app.log("Movement", String.valueOf("up"));
} else if (player.direction == direction_upright) {
moveX = 0;
moveY = player.moveSpeed;
Gdx.app.log("Movement", String.valueOf("upright"));
} else if (player.direction == direction_right) {
moveX = player.moveSpeed;
moveY = player.moveSpeed / 2;
Gdx.app.log("Movement", String.valueOf("right"));
} else if (player.direction == direction_downright) {
moveX = player.moveSpeed;
moveY = 0;
Gdx.app.log("Movement", String.valueOf("downright"));
} else if (player.direction == direction_down) {
moveX = player.moveSpeed;
moveY = -(player.moveSpeed / 2);
Gdx.app.log("Movement", String.valueOf("down"));
} else if (player.direction == direction_downleft) {
moveX = 0;
moveY = -(player.moveSpeed);
Gdx.app.log("Movement", String.valueOf("downleft"));
}
//Player.moveSpeed is 1
//tileObjects.x is drawn in the center of the screen (400px,240px)
// the sprite width is 64, height is 128
testX = moveX * 10;
testY = moveY * 10;
testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2;
testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2;
moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2;
moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2;
pos = ScreentoTile(new Vector2(moveX,moveY));
Vector2 pos2 = ScreentoTile(new Vector2(testX,testY));
if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) {
Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY));
CenterOnCoord(moveX,moveY);
player.tileX = (int)newPlayerPos.x;
player.tileY = (int)newPlayerPos.y;
}
}
}
当玩家向左移动时(从观众的角度来看是左下角),我的 Pos2 X 值按预期减少,但 pos2 并没有在 x 块上向前检查,它在 Y 块上向前检查(好像我们是向下移动,而不是向左移动),反之亦然,如果玩家向下移动,它将检查 X 值(就像我们向左移动,而不是向下移动)。而不是 Y 值。