更新由于缺少硬件按钮,平板电脑上的静态通知栏看起来像是一个问题。我只是没想到这一点。无论如何,在TF101的情况下,它返回的分辨率为1280x752,因此大约为1.702(80:47)。如果我使用合适的单位尺寸,如33.5或11.75垂直,我得到适当的缩放,这似乎解决了像素偏斜的问题。 END UPDATE
我一直在使用16x16单位为我的平铺地图设置游戏。我在我的桌面和Android项目上使用分辨率1280x800,我正在测试它以了解它在TF101华硕平板电脑上的外观。我目前使用单位为20x12.5(wxh)的相机并注意到我的桌面项目没有像素缩放,但是当我在我的android上运行游戏时,我得到了奇怪的缩放和绿色水平线。我还可以沿着平板电脑上的x轴进一步移动四分之一单元格,如屏幕截图所示。 android项目中的像素看起来并不均匀。
我将verticalTiles数量设置为12.5f,然后将horizontalTiles数量计算为
verticalTiles = 12.5f;
...
horizontalTiles = (float) width / (float) height * verticalTiles;
camera = new OrthographicCamera(horizontalTiles, verticalTiles);
我的目标是使用不同宽高比的设备,只是看到更多或更少的地图,但似乎无法正常工作。任何帮助将不胜感激。
Android Capture - http://imageshack.us/f/7/dsvg.png/ - 注意屋顶边缘的高光,它们根本不均匀。
桌面捕获 - http://imageshack.us/f/853/5itv.png/
当前的MainGame类
package com.bitknight.bqex;
/* Bunch of imports */
public class MainGame implements ApplicationListener {
private OrthographicCamera camera;
private SpriteBatch spriteBatch;
private TiledMap map;
private OrthogonalTiledMapRenderer mapRenderer;
private Texture texture;
private Texture clothArmor;
private Sprite sprite;
private BitmapFont font;
private float horizontalTiles = 0;
private float verticalTiles = 12.5f;
private int hoverTileX = 0;
private int hoverTileY = 0;
private TiledMapTileLayer layer;
private Cell cell;
private TiledMapTile canMoveToTile;
private TiledMapTile cannotMoveToTile;
private AnimatedTiledMapTile animatedStopTile;
private AnimatedTiledMapTile animatedGoTile;
private Texture spriteSheet;
private TextureRegion region;
private Player player;
float h, w;
float ppuX, ppuY;
@Override
public void create() {
// Setup the animated tiles
Array<StaticTiledMapTile> tileArray;
// Start position on the sheet
int startX = 192;
int startY = 1568;
spriteSheet = new Texture(Gdx.files.internal("data/maps/tilesheet.png"));
spriteSheet.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
// We are trying to load two strips of 4 frames, 8 total
for( int i = 0; i < 2; ++i ) {
tileArray = new Array<StaticTiledMapTile>(4);
for( int j = 0; j < 4; ++j ) {
region = new TextureRegion(spriteSheet, startX, startY, 16, 16);
tileArray.add(new StaticTiledMapTile(region));
startX += 16;
}
if( i == 0 ) {
animatedStopTile = new AnimatedTiledMapTile(1/10f, tileArray);
} else {
animatedGoTile = new AnimatedTiledMapTile(1/10f, tileArray);
}
}
// Load the map
map = new TmxMapLoader().load("data/maps/base.tmx");
// Setup the two tiles that show movable and not movable sprites
canMoveToTile = map.getTileSets().getTileSet(0).getTile(1959);
canMoveToTile.setBlendMode(BlendMode.ALPHA);
cannotMoveToTile = map.getTileSets().getTileSet(0).getTile(1958);
cannotMoveToTile.setBlendMode(BlendMode.ALPHA);
// Manually create the layer used to show the cursor sprites
layer = new TiledMapTileLayer(100, 100, 16, 16);
layer.setName("display");
cell = new Cell();
cell.setTile(canMoveToTile);
layer.setOpacity(1f);
mapRenderer = new OrthogonalTiledMapRenderer(map, 1/16f);
spriteBatch = new SpriteBatch();
font = new BitmapFont(Gdx.files.internal("data/consolas.fnt"), false);
font.setScale(0.6f);
texture = new Texture(Gdx.files.internal("data/maps/tilesheet.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
clothArmor = new Texture(Gdx.files.internal("data/img/native/clotharmor.png"));
region = new TextureRegion(clothArmor, 32, 256, 32, 32);
sprite = new Sprite(region);
sprite.setOrigin(0.5f, 0.5f);
sprite.setPosition(0f - 0.5f, 0f);
sprite.setSize(2, 2);
// Setup player and associated animations
Array<TextureRegion> regions = new Array<TextureRegion>();
player = new Player();
}
@Override
public void dispose() {
spriteBatch.dispose();
texture.dispose();
clothArmor.dispose();
spriteSheet.dispose();
}
@Override
public void render() {
player.update(Gdx.graphics.getDeltaTime());
camera.update();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if( Gdx.input.isKeyPressed(Input.Keys.ESCAPE) ) {
Gdx.app.exit();
}
// Clear the last cell
layer.setCell(hoverTileX, hoverTileY, null);
// Convert screen coordinates to world coordinates
Vector3 worldCoordinates = new Vector3(Gdx.input.getX(0), Gdx.input.getY(0), 0);
camera.unproject(worldCoordinates);
hoverTileX = (int)(worldCoordinates.x);
hoverTileY = (int)(worldCoordinates.y);
TiledMapTileLayer layer = (TiledMapTileLayer)map.getLayers().get("collision");
if( Gdx.input.isTouched(0) ) {
//sprite.setPosition(hoverTileX - 0.5f, hoverTileY);
player.pos.x = hoverTileX - 0.5f;
player.pos.y = hoverTileY - 0.25f;
cell.setTile(animatedGoTile);
} else {
if (layer.getCell(hoverTileX, hoverTileY) != null) {
cell.setTile(cannotMoveToTile);
} else {
cell.setTile(canMoveToTile);
}
}
layer.setCell(hoverTileX, hoverTileY, cell);
mapRenderer.setView(camera);
mapRenderer.render();
mapRenderer.getSpriteBatch().begin();
mapRenderer.renderTileLayer(layer);
mapRenderer.getSpriteBatch().end();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
player.render(spriteBatch);
spriteBatch.end();
}
@Override
public void resize(int width, int height) {
horizontalTiles = (float) width / (float) height * verticalTiles;
camera = new OrthographicCamera(horizontalTiles, verticalTiles);
w = width;
h = height;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
答案 0 :(得分:1)
由于缺少硬件按钮,平板电脑上的静态通知栏看起来像是一个问题。我只是没想到这一点。无论如何,在TF101的情况下,它返回的分辨率为1280x752,因此大约为1.702(80:47)。如果我使用合适的单位尺寸,如33.5或11.75垂直,我得到适当的缩放,这似乎解决了像素偏斜的问题。
另外,虽然这对我的TF101平板电脑有好处,但它并不是一个很好的解决方案。这是一个Gemserk系列,讨论了一个很好的解决方案。
http://blog.gemserk.com/2013/01/22/our-solution-to-handle-multiple-screen-sizes-in-android-part-one/