我正在使用Libgdx加载.tmx地图,地图没有填满整个屏幕。我无法弄清楚问题,所以作为最后的手段,我在这里问一个问题。我正在关注YouTube上的教程,他没有解决这个问题,因此我无法继续。我尝试了多项没有成功的事情。地图宽度:240个瓷砖,高度:13个瓷砖,瓷砖是16乘16
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这是代码。我认为这个问题与
有关renderer = new OrthogonalTiledMapRenderer(map, 1/DBZ.PPM),
gameCam.position.set(gamePort.getWorldWidth()/2,
gamePort.getWorldHeight()/2, 0);,
gameCam = new OrthographicCamera();
gamePort = new FitViewport(DBZ.V_WIDTH/DBZ.PPM, DBZ.V_HEIGHT/DBZ.PPM, gameCam);
public class PlayScreen implements Screen {
private DBZ game;
private OrthographicCamera gameCam;
private Viewport gamePort;
private Hud hud;
private TmxMapLoader maploader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private World world;
private Box2DDebugRenderer b2dr;
private Goku player;
private TextureAtlas atlas;
public PlayScreen(DBZ game){
atlas = new TextureAtlas("goku.pack");
this.game= game;
gameCam = new OrthographicCamera();
gamePort = new FitViewport(DBZ.V_WIDTH/DBZ.PPM, DBZ.V_HEIGHT/DBZ.PPM, gameCam);
hud = new Hud(game.batch);
maploader= new TmxMapLoader();
map = maploader.load("level1.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1/DBZ.PPM);
gameCam.position.set(gamePort.getWorldWidth()/2, gamePort.getWorldHeight()/2, 0);
world = new World(new Vector2(0,-10),true);
b2dr = new Box2DDebugRenderer();
new B2WorldCreator(world,map);
player = new Goku(world, this);
}
public TextureAtlas getAtlas(){
return atlas;
}
@Override
public void show() {
}
public void handleInput(float dt){
if (Gdx.input.isKeyJustPressed(Input.Keys.UP))
player.b2body.applyLinearImpulse(new Vector2(0, 4f), player.b2body.getWorldCenter(), true);
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT) && player.b2body.getLinearVelocity().x <= 2)
player.b2body.applyLinearImpulse(new Vector2(0.1f, 0), player.b2body.getWorldCenter(), true);
if (Gdx.input.isKeyPressed(Input.Keys.LEFT) && player.b2body.getLinearVelocity().x >= -2)
player.b2body.applyLinearImpulse(new Vector2(-0.1f, 0), player.b2body.getWorldCenter(), true);
}
public void update(float dt){
handleInput(dt);
world.step(1/60f, 6, 2);
player.update(dt);
gameCam.position.x = player.b2body.getPosition().x;
gameCam.update();
renderer.setView(gameCam);
}
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render();
b2dr.render(world, gameCam.combined);
game.batch.setProjectionMatrix(gameCam.combined);
game.batch.begin();
player.draw(game.batch);
game.batch.end();
game.batch.setProjectionMatrix(hud.stage.getCamera().combined);
hud.stage.draw();
}
@Override
public void resize(int width, int height) {
gamePort.update(width, height);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
world.dispose();
b2dr.dispose();
hud.dispose();
}
}
public class DBZ extends Game{
public SpriteBatch batch;
public static final int V_WIDTH = 400;
public static final int V_HEIGHT = 208;
public static final float PPM = 100;
@Override
public void create () {
batch = new SpriteBatch();
setScreen(new PlayScreen(this));
}
@Override
public void render () {
super.render();
}
@Override
public void dispose () {
batch.dispose();
}
}
public class Goku extends Sprite {
public World world;
public Body b2body;
private TextureRegion gokuStand;
public Goku(World world, PlayScreen screen){
super(screen.getAtlas().findRegion("goku_sprite"));
this.world = world;
defineGoku();
gokuStand = new TextureRegion(getTexture(), 5,12,59,85);
setBounds(0,0,59/DBZ.PPM,85/DBZ.PPM);
setRegion(gokuStand);
}
public void defineGoku(){
BodyDef bdef = new BodyDef();
bdef.position.set(32/DBZ.PPM,32/DBZ.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(59/2/DBZ.PPM, 85/2/DBZ.PPM);
fdef.shape = shape;
b2body.createFixture(fdef);
}
public void update(float dt){
setPosition(b2body.getPosition().x - getWidth()/2, b2body.getPosition().y - getHeight()/2 );
}
}
答案 0 :(得分:0)
我相信你要找的是将相机夹到地图上的能力。 这可以使用MathUtils.clamp实现。
gameCam.position.x = MathUtils.clamp(gameCam.position.x, viewportWidth/2 , 38 - viewportWidth/2);
gameCam.position.y = MathUtils.clamp(gameCam.position.y, viewportHeight/2, 208 - viewportHeight/2);
编辑:您更新的PlayScreen:
package com.edwin.game.Screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.edwin.game.DBZ;
import com.edwin.game.Scenes.Hud;
import com.edwin.game.Sprites.Goku;
import com.edwin.game.Tools.B2WorldCreator;
/**
* Created by Edwin on 3/20/2017.
*/
public class PlayScreen implements Screen {
private DBZ game;
private OrthographicCamera gameCam;
private Viewport gamePort;
private Hud hud;
private TmxMapLoader maploader;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private World world;
private Box2DDebugRenderer b2dr;
private Goku player;
private TextureAtlas atlas;
private float viewportWidth;
private float viewportHeight;
public PlayScreen(DBZ game){
atlas = new TextureAtlas("goku.pack");
this.game= game;
gameCam = new OrthographicCamera();
gamePort = new FitViewport(DBZ.V_WIDTH/DBZ.PPM, DBZ.V_HEIGHT/DBZ.PPM, gameCam);
hud = new Hud(game.batch);
maploader= new TmxMapLoader();
map = maploader.load("level1.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1/DBZ.PPM);
viewportWidth = gamePort.getWorldWidth();
viewportHeight= gamePort.getWorldHeight();
world = new World(new Vector2(0,-10),true);
b2dr = new Box2DDebugRenderer();
new B2WorldCreator(world,map);
player = new Goku(world, this);
}
public TextureAtlas getAtlas(){
return atlas;
}
@Override
public void show() {
}
public void handleInput(float dt){
if (Gdx.input.isKeyJustPressed(Input.Keys.UP))
player.b2body.applyLinearImpulse(new Vector2(0, 4f), player.b2body.getWorldCenter(), true);
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT) && player.b2body.getLinearVelocity().x <= 2)
player.b2body.applyLinearImpulse(new Vector2(0.5f, 0), player.b2body.getWorldCenter(), true);
if (Gdx.input.isKeyPressed(Input.Keys.LEFT) && player.b2body.getLinearVelocity().x >= -2)
player.b2body.applyLinearImpulse(new Vector2(-0.1f, 0), player.b2body.getWorldCenter(), true);
}
public void update(float dt){
handleInput(dt);
world.step(1/60f, 6, 2);
player.update(dt);
gameCam.position.x = player.b2body.getPosition().x;
// cam pos / var to clamp / min val / max val
gameCam.position.x = MathUtils.clamp(gameCam.position.x, viewportWidth/2 , 38 - viewportWidth/2);
gameCam.position.y = MathUtils.clamp(gameCam.position.y, viewportHeight/2, 208 - viewportHeight/2);
System.out.println(gameCam.position.x);
gameCam.update();
renderer.setView(gameCam);
}
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderer.render();
//
//
b2dr.render(world, gameCam.combined);
game.batch.setProjectionMatrix(gameCam.combined);
game.batch.begin();
player.draw(game.batch);
game.batch.end();
game.batch.setProjectionMatrix(hud.stage.getCamera().combined);
hud.stage.draw();
}
@Override
public void resize(int width, int height) {
gamePort.update(width, height);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
map.dispose();
renderer.dispose();
world.dispose();
b2dr.dispose();
hud.dispose();
}
}
答案 1 :(得分:0)
问题在于相机的放置,附带相机的相机以使相机的视口覆盖整个屏幕。我想解决这个问题。
public float gokuStartingPositionX;
public PlayScreen(DBZ game){
.....
new B2WorldCreator(world,map);
gokuStartingPositionX=64/DBZ.PPM; //added in your method
player = new Goku(world, this);
}
public void update(float dt){
handleInput(dt);
world.step(1/60f, 6, 2);
player.update(dt);
//camera position is decided by player position and keep camera in this way so it cover whole viewport width with screen
gameCam.position.x = player.b2body.getPosition().x + gamePort.getWorldWidth()/2 - gokuStartingPositionX;
gameCam.update();
renderer.setView(gameCam);
}
悟空中的小修改
public Goku(World world, PlayScreen screen){
super(screen.getAtlas().findRegion("goku_sprite"));
this.world = world;
defineGoku(screen.gokuStartingPositionX);
gokuStand = new TextureRegion(getTexture(), 5,12,59,85);
setBounds(0,0,59/DBZ.PPM,85/DBZ.PPM);
setRegion(gokuStand);
}
public void defineGoku(float startX){
BodyDef bdef = new BodyDef();
bdef.position.set(startX,32/DBZ.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
...
}