Java / Libgdx自动拼贴

时间:2016-04-12 11:08:23

标签: java algorithm sorting libgdx tiles

我目前正在开发一款小游戏,因为我只有一些街区作为墙壁,我真的想实现自动平铺。但是怎么做呢?我没有找到它的任何教程,只有一个游戏制作者,但这不适用于java:/

我已经尝试找到一个街区的邻居,而不是改变它的风格,但我想我还需要寻找角落的邻居?是吗?

有没有人知道如何实施这样的机制? :)

------------- EDIT --------------

所以,生病看了一下wiki和Ze Rubeus的一些教程,认为它会被解决但是还有一个问题:

Wall problem

当一个区块碰到另一个区块时,它可以工作,但是当一个区块有四个区块时,它就不再工作了。 Normaly,当一个块被一个左邻居包围,一个正确的一个和一个在下面,也有一个左右底角,比它应该绘制另一个图像,你可以看到它在左右两部分.By方式,价值2是一堵墙。这就是我的所作所为:

//------------------------------------------------------------------
                    //--------------------Checking for all sides------------------------
                    //------------------------------------------------------------------

                    // got an under neighbour
                    directions[2] = copyOfMap[((int) y)-1][(int) x] == 2; 

                    // got an upper neighbour
                    directions[0] = copyOfMap[((int) y)+1][(int) x] == 2;

                    // got an left neighbour
                    directions[1] = copyOfMap[((int) y)][(int) x-1] == 2;

                    // got an right neighbour
                    directions[3] = copyOfMap[((int) y)][(int) x+1] == 2;

                    //------------------------------------------------------------------
                    //--------------------Checking for corners--------------------------
                    //------------------------------------------------------------------


                    corners[0] = copyOfMap[y-1][x+1] == 2 ;

                    corners[2] = copyOfMap[y-1][x-1] == 2;

                    corners[3] = copyOfMap[y+1][x-1] == 2;

                    corners[1] = copyOfMap[y+1][x+1] == 2;





                    // Right
                    if(directions[3]){

                        if(directions[2]){

                            if(directions[1] && corners[1] && corners[3]){

                                region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                                region.setRegion(32, 0, 32, 32);

                                wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);


                            }
                            else{
                                region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                                region.setRegion(0, 0, 32, 32);

                                wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);
                            }

                        }
                        else if(directions[0]){

                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(0, 64, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);

                        }
                        else{

                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(32, 0, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);

                        }
                    }





                    // Left
                    else if(directions[1]){

                        if(directions[2]){

                            if(directions[3] && corners[1] && corners[3]){

                                region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                                region.setRegion(32, 0, 32, 32);

                                wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);


                            }   
                            else{
                                region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                                region.setRegion(128, 0, 32, 32);

                                wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);
                            }   

                        }
                        else if(directions[0]){

                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(128, 32, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);

                        }
                        else{
                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(32, 0, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);
                        }

                    }





                    // Up
                    else if(directions[0]){

                        if(corners[2]){

                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(0, 32, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);

                        }
                        else if(corners[3]){

                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(0, 32, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);

                        }
                        else{
                            region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                            region.setRegion(0, 32, 32, 32);

                            wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);
                        }

                    }





                    // Down
                    else if(directions[2]){


                        region = game.manager.get("DuengonGainersAtlas/DuengonGainersAtlas",TextureAtlas.class).findRegion("Duengon-WallSet");
                        region.setRegion(0, 32, 32, 32);

                        wallLayer.add(region, (x*100)/Box2dVars.UNIT, (y*100)/Box2dVars.UNIT,100/Box2dVars.UNIT,100/Box2dVars.UNIT);


                    }                       

写得很清楚,所以如果你能看一下就好了:)只需忽略wallLayer.add和纹理内容。

度过美好的一天^^

1 个答案:

答案 0 :(得分:1)

Libgdx没有为您自动生成切片的功能,相反,您必须实施自己的算法来执行此类操作。

我建议您阅读官方WIKI中的this部分,此处还有一个提供programmatically generates tilemap here 一个篦式导师的例子如何创建一个程序生成的地下洞穴系统,你可以实现LIBGDX。