对于我在学校的A级计算项目,我一直在创建一个类似于Mega-Man游戏风格的2D平台。到目前为止,我已经获得了一些菜单和播放器方法,如碰撞检测,移动和动画。我的所有播放器动画都在单个精灵表中,大小不一,所以它们并不完全相同(79x136,118x128,88x136等)。
这是我的具体问题:
然而,当玩游戏并通过移动和跳跃观看动画时,似乎动画的尺寸被拉伸或压缩成特定尺寸,我认为是118x140 。
我这样说是因为其中一个静态动画,当播放器静止不动时,以正确的大小正确显示,并且符合此分辨率,似乎所有其他动画都试图适合相同的尺寸
我已经浏览了互联网和这个网站,看看是否有人有类似的问题,但似乎没有人直接与这个问题有关,因此我为什么要求解决这个问题。
这是我的Player.java文件中使用的代码,其中定义了播放器的所有方面:
package com.ultimate.robot.entities;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.math.Vector2;
public class Player extends Sprite implements InputProcessor {
/** the movement velocity */
private Vector2 velocity = new Vector2();
private float speed = 240 * 2, gravity = 180 * 1.8f, animationTime = 0;
private boolean canJump;
private Animation still, left, right, jump, fall;
private TiledMapTileLayer collisionLayer;
private String blockedKey = "blocked";
public Player(Animation still, Animation left, Animation right,
Animation jump, Animation fall, TiledMapTileLayer
collisionLayer) {
super(still.getKeyFrame(0));
this.still = still;
this.left = left;
this.right = right;
this.jump = jump;
this.fall = fall;
this.collisionLayer = collisionLayer;
}
public void draw(Batch spriteBatch) {
update(Gdx.graphics.getDeltaTime());
super.draw(spriteBatch);
}
public void update(float delta) {
// apply gravity
velocity.y -= gravity * delta;
// clamp velocity
if(velocity.y > speed)
velocity.y = speed;
else if(velocity.y < -speed)
velocity.y = -speed;
// save old position
float oldX = getX(), oldY = getY();
boolean collisionX = false, collisionY = false;
// move on x
setX(getX() + velocity.x * delta);
if(velocity.x < 0) // going left
collisionX = collidesLeft();
else if(velocity.x > 0) // going right
collisionX = collidesRight();
// react to x collision
if(collisionX) {
setX(oldX);
velocity.x = 0;
}
// move on y
setY(getY() + velocity.y * delta * 5f);
if(velocity.y < 0) // going down
canJump = collisionY = collidesBottom();
else if(velocity.y > 0) // going up
collisionY = collidesTop();
// react to y collision
if(collisionY) {
setY(oldY);
velocity.y = 0;
}
// update animation
animationTime += delta;
setRegion(velocity.x < 0 ? left.getKeyFrame(animationTime) :
velocity.x > 0 ? right.getKeyFrame(animationTime) :
velocity.y > 0 ? jump.getKeyFrame(animationTime) :
velocity.y < 0 ? fall.getKeyFrame(animationTime) :
still.getKeyFrame(animationTime));
}
private boolean isCellBlocked(float x, float y) {
Cell cell = collisionLayer.getCell(
(int) (x / collisionLayer.getTileWidth()),
(int) (y / collisionLayer.getTileHeight()));
return cell != null && cell.getTile() != null
&& cell.getTile().getProperties().containsKey(blockedKey);
}
public boolean collidesRight() {
for(float step = 0; step < getHeight();
step += collisionLayer.getTileHeight() / 2)
if(isCellBlocked(getX() + getWidth(), getY() + step))
return true;
return false;
}
public boolean collidesLeft() {
for(float step = 0; step < getHeight();
step += collisionLayer.getTileHeight() / 2)
if(isCellBlocked(getX(), getY() + step))
return true;
return false;
}
public boolean collidesTop() {
for(float step = 0; step < getWidth();
step += collisionLayer.getTileWidth() / 2)
if(isCellBlocked(getX() + step, getY() + getHeight()))
return true;
return false;
}
public boolean collidesBottom() {
for(float step = 0; step < getWidth();
step += collisionLayer.getTileWidth() / 2)
if(isCellBlocked(getX() + step, getY()))
return true;
return false;
}
public Vector2 getVelocity() {
return velocity;
}
public void setVelocity(Vector2 velocity) {
this.velocity = velocity;
}
public float getSpeed() {
return speed;
}
public void setSpeed(float speed) {
this.speed = speed;
}
public float getGravity() {
return gravity;
}
public void setGravity(float gravity) {
this.gravity = gravity;
}
public TiledMapTileLayer getCollisionLayer() {
return collisionLayer;
}
public void setCollisionLayer(TiledMapTileLayer collisionLayer) {
this.collisionLayer = collisionLayer;
}
@Override
public boolean keyDown(int keycode) {
switch(keycode) {
case Keys.SPACE:
if(canJump) {
velocity.y = speed / 3f;
canJump = false;
animationTime = 0;
}
break;
case Keys.LEFT:
velocity.x = -speed;
animationTime = 0;
break;
case Keys.RIGHT:
velocity.x = speed;
animationTime = 0;
}
return true;
}
@Override
public boolean keyUp(int keycode) {
switch(keycode) {
case Keys.LEFT:
case Keys.RIGHT:
velocity.x = 0;
animationTime = 0;
}
return true;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY,
int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY,
int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY,
int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}
这个下一个代码用在playersheet.sprites文件中,该文件充当玩家的纹理图集并包含区域:
playersheet.png
format: RGBA8888
filter: Nearest,Nearest
repeat: none
playerstill
rotate: false
xy: 363, 272
size: 118, 140
orig: 59, 70
offset: 0, 0
index: -1
playerstill
rotate: false
xy: 867, 152
size: 118, 128
orig: 59, 64
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 688, 276
size: 79, 136
orig: 39, 68
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 481, 272
size: 92, 140
orig: 46, 70
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 767, 280
size: 132, 132
orig: 66, 66
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 644, 140
size: 88, 136
orig: 44, 68
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 422, 132
size: 98, 140
orig: 49, 70
offset: 0, 0
index: -1
playerrun
rotate: false
xy: 732, 144
size: 135, 132
orig: 67, 66
offset: 0, 0
index: -1
playershoot
rotate: false
xy: 592, 0
size: 116, 136
orig: 58, 68
offset: 0, 0
index: -1
playerjump
rotate: false
xy: 0, 44
size: 74, 184
orig: 74, 184
offset: 0, 0
index: -1
playerjumpshoot
rotate: false
xy: 0, 228
size: 107, 184
orig: 107, 184
offset: 0, 0
index: -1
playerfall
rotate: false
xy: 186, 76
size: 108, 168
orig: 108, 168
offset: 0, 0
index: -1
playerfallshoot
rotate: false
xy: 107, 244
size: 124, 168
orig: 124, 168
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 294, 132
size: 128, 140
orig: 128, 140
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 573, 276
size: 115, 136
orig: 115, 136
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 294, 0
size: 150, 132
orig: 150, 132
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 520, 136
size: 124, 136
orig: 124, 136
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 231, 272
size: 132, 140
orig: 132, 140
offset: 0, 0
index: -1
playerrunshoot
rotate: false
xy: 444, 0
size: 148, 132
orig: 148, 132
offset: 0, 0
index: -1
playerblock
rotate: false
xy: 708, 8
size: 136, 132
orig: 136, 132
offset: 0, 0
index: -1
playerduck
rotate: false
xy: 899, 304
size: 96, 108
orig: 96, 108
offset: 0, 0
index: -1
playerhurt
rotate: false
xy: 844, 48
size: 136, 96
orig: 136, 96
offset: 0, 0
index: -1
playervictory
rotate: false
xy: 74, 48
size: 112, 180
orig: 112, 180
offset: 0, 0
index: -1
最后这个代码用在我的LevelOne.java文件中,该文件包含关卡的所有元素并创建播放器:
package com.ultimate.robot.levels;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.ultimate.robot.entities.Player;
public class LevelOne implements Screen {
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private OrthographicCamera camera;
private Music level1music;
private Sprite desert, blueSky;
private TextureAtlas playerAtlas;
private Player player;
@Override
public void show() {
map = new TmxMapLoader().load("maps/levelone.tmx");
playerAtlas = new TextureAtlas("Sprites/playersheet.sprites");
Animation still, left, right, jump, fall;
still = new Animation(1/2f, playerAtlas.findRegions("playerstill"));
left = new Animation(1 /6f, playerAtlas.findRegions("playerrun"));
right = new Animation(1 /6f, playerAtlas.findRegions("playerrun"));
jump = new Animation(1 /6f, playerAtlas.findRegions("playerjump"));
fall = new Animation(1 /6f, playerAtlas.findRegions("playerfall"));
still.setPlayMode(Animation.PlayMode.LOOP);
left.setPlayMode(Animation.PlayMode.LOOP);
right.setPlayMode(Animation.PlayMode.LOOP);
jump.setPlayMode(Animation.PlayMode.NORMAL);
fall.setPlayMode(Animation.PlayMode.NORMAL);
player = new Player(still, left, right, jump, fall,
(TiledMapTileLayer) map.getLayers().get(0));
player.setPosition(5 * player.getCollisionLayer().getTileWidth(),
4 * player.getCollisionLayer().getTileHeight());
// setting camera
camera = new OrthographicCamera();
// creating background
desert = new Sprite(new Texture(
Gdx.files.internal("Backgrounds/desert.png")));
blueSky = new Sprite(new Texture(
Gdx.files.internal("Backgrounds/bluesky.png")));
// creating music
level1music = Gdx.audio.newMusic(
Gdx.files.internal("Music/level1.ogg"));
// playing music
level1music.setLooping(true);
level1music.play();
Gdx.input.setInputProcessor(player);
renderer = new OrthogonalTiledMapRenderer(map);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.position.set(player.getX() + player.getWidth() / 2,
player.getY() + player.getHeight() / 2, 0);
camera.update();
renderer.setView(camera);
renderer.getBatch().begin();
renderer.getBatch().draw(blueSky, 0, 0);
renderer.getBatch().draw(desert, 0, 0);
player.draw(renderer.getBatch());
renderer.getBatch().end();
renderer.render();
}
@Override
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
level1music.dispose();
playerAtlas.dispose();
desert.getTexture().dispose();
blueSky.getTexture().dispose();
}
}
我希望这有助于找到解决方案。
答案 0 :(得分:0)
你可以做几件事情,如果只有alpha通道“会消耗更多的内存”以避免变量大小,你可以做同样的图像,另一方面你可以检查动画是否有某些决议和设施yourSprite.size (w, h);
后者,
虽然看起来比较容易,但是你必须创建一个控制sprite中你拥有的图像的函数,如果这个改变分辨率然后设置精灵的大小,那么只有在它们变得必要时才改变,如果不改变则不进行设置。在尺寸上,我希望我理解我的意思。
您的评论示例:
打开Gimp,例如创建尺寸为118x140的imagen,使用alpha通道,创建一个新图层并将图像粘贴到其中,然后将其导出为您想要的格式,例如png“您可以将图层向下合并以加入它们”但如果你有可见和导出,则没有必要。
inicial size before Gimp size base 118x140
texture size 79x136 texture size 118x140 after export gimp
texture size 118x128 texture size 118x140 after export gimp
texture size 88x136 texture size 118x140 after export gimp
yourSprite.size(118, 140);
答案 1 :(得分:0)