我试图在Snake示例的基础上大量制作2-D拼贴系统。原始的mTileGrid仍然存在,但是有一个新的数组:mMapGrid。重点是在每个更新周期将数据从mMapGrid复制到mTileGrid,因此模拟大于直接屏幕的区域。
我写了更多的函数,我现在将简要解释一下......之后,问题出现了:
在地图网格中设置图块 public void setMapTile(int tileindex,int row,int column) { mMapGrid [row] [column] = tileindex; }
在onDraw()中调用,将数据从mMapGrid移动到mTileGrid
private void CopyArrayData()
{
//TODO: TAG
int countrow, countcolumn;
countrow = 0;
countcolumn = 0;
Log.w(“PassNumbers”,“TopLeftCorner.column is:”+ TopLeftCorner.column +“和TopLeftCorner.row”是“+ TopLeftCorner.row”;
for(int x = TopLeftCorner.column; x <= mXTileCount; x++)
{
for(int y = TopLeftCorner.row; y <= mYTileCount; y++)
{
countrow++;
countcolumn++;
if(countrow == mXTileCount)
{
countrow = 0;
}
if(countcolumn == mYTileCount)
{
countcolumn = 0;
}
int set = mMapGrid[y + TopLeftCorner.row][x + TopLeftCorner.column];
if(set == SnakeView.GRASS)
{
setTile(set, countrow, countcolumn);
}
else
{
setTile(SnakeView.ROCK, countrow, countcolumn);
}
if(pass1 == false)
{
Log.w("TileGridAccess",("TileGrid Access: row" + countrow + " column" + countcolumn));
Log.w("MapGridAccess","MapGrid Access: row" + (y + TopLeftCorner.row) + " column:" + (x + TopLeftCorner.column));
}
}
pass1 = true;
}
}
}
update()函数,此处调用setMapTile()
public void update() {
if (mMode == RUNNING) {
clearTiles();
setMapTile(GRASS, 5, 5);
setMapTile(GRASS, 5, 6);
setMapTile(GRASS, 5, 7);
setMapTile(GRASS, 5, 8);
setMapTile(GRASS, 5, 9);
mRedrawHandler.sleep(mMoveDelay);
}
}
onDraw()函数:(与Snake中的原始TileView不变,除了因为我们有一个默认的tile而消除if大于零的检查)
@覆盖 public void onDraw(Canvas canvas){ super.onDraw(帆布);
CopyArrayData();
for (int x = 0; x < mXTileCount; x += 1) {
for (int y = 0; y < mYTileCount; y += 1) {
canvas.drawBitmap(mTileArray[mTileGrid[x][y]],
mXOffset + x * mTileSize,
mYOffset + y * mTileSize,
mPaint);
}
}
}
问题是显示的图块间距不均匀,并且表现不正常。他们偶然散落在他们的行上。
答案 0 :(得分:0)
乍一看,我会说你不应该在同一个for循环中递增countrow和countcolumn。这就是我认为它应该是这样的:
for(int x = TopLeftCorner.column; x <= mXTileCount; x++)
{
countcolumn++;
for(int y = TopLeftCorner.row; y <= mYTileCount; y++)
{
countrow++;
...
编辑:
for(int x = 0; x <= mXTileCount; x++)
{
for(int y = 0; y <= mYTileCount; y++)
{
int set = mMapGrid[y + TopLeftCorner.row][x + TopLeftCorner.column];
if(set == SnakeView.GRASS)
{
setTile(set, y, x);
}
else
{
setTile(SnakeView.ROCK, y, x);
}
...
这样,函数循环遍历屏幕空间中的坐标,因此您不再需要countrow和countcolumn。而是从mMapGrid检索数据时添加TopLeftCorner。我假设TopLeftCorner指定当前在屏幕上显示地图的哪个部分。确保这些坐标保持有限,以便无法访问mMapGrid中实际不存在的索引。