我一直在玩Slick2D for Java,我设法让它显示地图并让我的角色精灵四处移动。
我试图在玩家后面实现一个摄像头,以便地图滚动。当地图滚动时,角色的移动速度比它应该的速度快(可能是由于相机滚动它以及随着键移动)
我很难理解如何解决它
相机代码是我在光滑的论坛上找到的,并稍微修改以分别绘制每个图层,修改两个drawmap方法以添加图层。我会在论坛上问,但它们似乎已经死了。
这是相机代码
/*
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* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package engine;
/**
*
* @author Ceri
*/
import java.awt.geom.Point2D;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.geom.Shape;
import org.newdawn.slick.tiled.TiledMap;
public class Camera {
/**
* the map used for our scene
*/
protected TiledMap map;
/**
* the number of tiles in x-direction (width)
*/
protected int numTilesX;
/**
* the number of tiles in y-direction (height)
*/
protected int numTilesY;
/**
* the height of the map in pixel
*/
protected int mapHeight;
/**
* the width of the map in pixel
*/
protected int mapWidth;
/**
* the width of one tile of the map in pixel
*/
protected int tileWidth;
/**
* the height of one tile of the map in pixel
*/
protected int tileHeight;
/**
* the GameContainer, used for getting the size of the GameCanvas
*/
protected GameContainer gc;
/**
* the x-position of our "camera" in pixel
*/
protected float cameraX;
/**
* the y-position of our "camera" in pixel
*/
protected float cameraY;
protected Point2D.Float currentCenterPoint = new Point2D.Float(0, 0);
/**
* Create a new camera
*
* @param gc the GameContainer, used for getting the size of the GameCanvas
* @param map the TiledMap used for the current scene
*/
public Camera(GameContainer gc, TiledMap map) {
this.map = map;
this.numTilesX = map.getWidth();
this.numTilesY = map.getHeight();
this.tileWidth = map.getTileWidth();
this.tileHeight = map.getTileHeight();
this.mapWidth = this.numTilesX * this.tileWidth;
this.mapHeight = this.numTilesY * this.tileHeight;
this.gc = gc;
}
/**
* "locks" the camera on the given coordinates. The camera tries to keep the
* location in it's center.
*
* @param x the real x-coordinate (in pixel) which should be centered on the
* screen
* @param y the real y-coordinate (in pixel) which should be centered on the
* screen
* @return
*/
public Point2D.Float centerOn(float x, float y) {
//try to set the given position as center of the camera by default
cameraX = x - gc.getWidth() / 2;
cameraY = y - gc.getHeight() / 2;
//if the camera is at the right or left edge lock it to prevent a black bar
if (cameraX < 0) {
cameraX = 0;
}
if (cameraX + gc.getWidth() > mapWidth) {
cameraX = mapWidth - gc.getWidth();
}
//if the camera is at the top or bottom edge lock it to prevent a black bar
if (cameraY < 0) {
cameraY = 0;
}
if (cameraY + gc.getHeight() > mapHeight) {
cameraY = mapHeight - gc.getHeight();
}
currentCenterPoint.setLocation(cameraX, cameraY);
return currentCenterPoint;
}
/**
* "locks" the camera on the center of the given Rectangle. The camera tries
* to keep the location in it's center.
*
* @param x the x-coordinate (in pixel) of the top-left corner of the
* rectangle
* @param y the y-coordinate (in pixel) of the top-left corner of the
* rectangle
* @param height the height (in pixel) of the rectangle
* @param width the width (in pixel) of the rectangle
*/
public void centerOn(float x, float y, float height, float width) {
this.centerOn(x + width / 2, y + height / 2);
}
/**
* "locks the camera on the center of the given Shape. The camera tries to
* keep the location in it's center.
*
* @param shape the Shape which should be centered on the screen
*/
public void centerOn(Shape shape) {
this.centerOn(shape.getCenterX(), shape.getCenterY());
}
/**
* draws the part of the map which is currently focussed by the camera on
* the screen
*/
public void drawMap(int layer) {
this.drawMap(0, 0, layer);
}
/**
* draws the part of the map which is currently focussed by the camera on
* the screen.<br>
* You need to draw something over the offset, to prevent the edge of the
* map to be displayed below it<br>
* Has to be called before Camera.translateGraphics() !
*
* @param offsetX the x-coordinate (in pixel) where the camera should start
* drawing the map at
* @param offsetY the y-coordinate (in pixel) where the camera should start
* drawing the map at
*/
public void drawMap(int offsetX, int offsetY, int layer) {
//calculate the offset to the next tile (needed by TiledMap.render())
int tileOffsetX = (int) -(cameraX % tileWidth);
int tileOffsetY = (int) -(cameraY % tileHeight);
//calculate the index of the leftmost tile that is being displayed
int tileIndexX = (int) (cameraX / tileWidth);
int tileIndexY = (int) (cameraY / tileHeight);
//finally draw the section of the map on the screen
map.render(
tileOffsetX + offsetX,
tileOffsetY + offsetY,
tileIndexX,
tileIndexY,
(gc.getWidth() - tileOffsetX) / tileWidth + 1,
(gc.getHeight() - tileOffsetY) / tileHeight + 1, layer, false);
}
/**
* Translates the Graphics-context to the coordinates of the map - now
* everything can be drawn with it's NATURAL coordinates.
*/
public void translateGraphics() {
gc.getGraphics().translate(-cameraX, -cameraY);
}
/**
* Reverses the Graphics-translation of Camera.translatesGraphics(). Call
* this before drawing HUD-elements or the like
*/
public void untranslateGraphics() {
gc.getGraphics().translate(cameraX, cameraY);
}
}
这就是它被调用的方式 在引擎类
中 public void render(GameContainer gc, Graphics g) throws SlickException {
camera = new Camera(gc, world.map);
camera.centerOn(player.getX(), player.getY());
camera.drawMap(0);
camera.drawMap(1);
player.draw();
camera.drawMap(2);
}
这就是玩家类
的方式public Player(MapClass m) throws SlickException {
map = m;
Image[] movementUp = {new Image("Images/Player/u1.png"), new Image("Images/Player/u2.png"), new Image("Images/Player/u3.png"), new Image("Images/Player/u4.png")};
Image[] movementDown = {new Image("Images/Player/d1.png"), new Image("Images/Player/d2.png"), new Image("Images/Player/d3.png"), new Image("Images/Player/d4.png")};
Image[] movementLeft = {new Image("Images/Player/l1.png"), new Image("Images/Player/l2.png"), new Image("Images/Player/l3.png"), new Image("Images/Player/l4.png")};
Image[] movementRight = {new Image("Images/Player/r1.png"), new Image("Images/Player/r2.png"), new Image("Images/Player/r3.png"), new Image("Images/Player/r4.png")};
int[] duration = {100, 100, 100, 100};
up = new Animation(movementUp, duration, false);
down = new Animation(movementDown, duration, false);
left = new Animation(movementLeft, duration, false);
right = new Animation(movementRight, duration, false);
// Original orientation of the sprite. It will look right.
sprite = right;
}
public void update(GameContainer container, int delta) throws SlickException {
Input input = container.getInput();
if (input.isKeyDown(Input.KEY_UP)) {
sprite = up;
sprite.update(delta);
// The lower the delta the slowest the sprite will animate.
if (!map.isBlocked(x, y - delta * 0.1f))
y -= delta * 0.1f;
} else if (input.isKeyDown(Input.KEY_DOWN)) {
sprite = down;
sprite.update(delta);
if (!map.isBlocked(x, y + 16 + delta * 0.1f))
y += delta * 0.1f;
} else if (input.isKeyDown(Input.KEY_LEFT)) {
sprite = left;
sprite.update(delta);
if (!map.isBlocked(x - delta * 0.1f, y))
x -= delta * 0.1f;
} else if (input.isKeyDown(Input.KEY_RIGHT)) {
sprite = right;
sprite.update(delta);
if (!map.isBlocked(x + 16 + delta * 0.1f, y))
x += delta * 0.1f;
}
}
public void draw() {
sprite.draw(x, y);
}
答案 0 :(得分:0)
修正了它。将地图绘制从相机类移动到地图类中。使用了地图和玩家类中相机类中创建的相机x / y