正如标题所述,我正在尝试获取地图中每个单元的屏幕坐标。有可能吗? 我真的很生气,无法弄清楚! 我感谢您的帮助! 请注意,我的地图在屏幕上具有静态位置。
另一个说明:我有一个扩展Actor的自定义类Cell。我使它的单元格可点击,它看起来像这样:
public class Cell extends Actor {
private TiledMapTileLayer.Cell tiledMapCell;
private Texture cellTexture;
public Cell(TiledMapTileLayer.Cell tiledMapCell, Field field){
this.tiledMapCell = tiledMapCell;
this.field = field;
this.cellTexture = tiledMapCell.getTile().getTextureRegion().getTexture();
}
public TiledMapTileLayer.Cell getTiledMapCell(){
return this.tiledMapCell;
}
public Texture getCellTexture(){
return this.cellTexture;
}
public void setCellTexture(Texture texture){
this.cellTexture = texture;
this.tiledMapCell.setTile(new StaticTiledMapTile(new TextureRegion(cellTexture)));
谢谢!
答案 0 :(得分:0)
您可以这样处理:
在您的Cell类中添加一个新变量,以获取图块的位置。
private Vector2 pos;
更改您的构造函数。
public Cell(TiledMapTileLayer.Cell tiledMapCell, Field field, Vector2 pos) {
this.tiledMapCell = tiledMapCell;
this.field = field;
this.cellTexture = tiledMapCell.getTile().getTextureRegion().getTexture();
this.pos = pos;
}
在您的主类中,获取地图宽度中的图块数量,对图块的高度和大小执行相同的操作。
int mapWidth = tiledMapTileLayer.getWidth();
int mapHeight = tiledMapTileLayer.getHeight();
int tileSize = tiledMapTileLayer.getTileWidth();
现在使用循环
// These variables will store the coordinates of each new tile. and will be changed at each loop turn.
int tempX = 0;
int tempY = 0;
for (int i = 0; i < mapWidth * mapHeight; i++) {
pos = new Vector2 (tempX + tileSize / 2, tempY + tileSize / 2);
// Create a new cell with your Cell class, pass it the position.
new Cell(TiledMapTileLayer.Cell tiledMapCell, Field field, pos)
// Increase the tempX
tempX += tileSize;
// If the first line is finish we go to the next one.
if (tempX > mapWidth * tileSize) {
tempY += tileSize;
tempX = 0;
}
}
这是我使用的方法,因为我没有找到其他方法。