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libgdx之瓦片地图(TiledMap)

时间:2023-09-21 01:57:17

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libgdx之瓦片地图(TiledMap)

把草稿删了,没想到也把发表的文章给删了,只好重新写了。不得不吐槽一下CSDN的博客系统。

简介

在我们开发游戏过程中,我们需要设置不同的关卡,如果我们直接使用使用图片来加载游戏,这将会使我们的游戏安装包本身变得非常臃肿。不过好在Libgdx给我们提供了瓦片地图,我们可以直接使用编辑器来编辑地图,然后使用Libgdx提供的API解析加载,而且地图图片还可以在不同地图上重复使用,节约了游戏安装包的空间。

瓦片地图介绍

地图编辑器 Tiled: /download.html

TMX文件介绍:

注意:在这个文件中( image source=”tileset.png” trans=”5e81a2” width=”692” height=”692”/) image source默认是地图编辑器的绝对路径,只需要用笔记本修改为相对路径,然后吧对应的图片文件放到同一个目录下面就OK

<?xml version="1.0" encoding="UTF-8"?><map version="1.0" orientation="orthogonal" width="30" height="12" tilewidth="21" tileheight="21"><tileset firstgid="1" name="tileset" tilewidth="21" tileheight="21" spacing="2" margin="2"><image source="tileset.png" trans="5e81a2" width="692" height="692"/></tileset><tileset firstgid="901" name="backgrounds" tilewidth="21" tileheight="21"><image source="backgrounds.png" trans="5e81a2" width="231" height="189"/></tileset><layer name="background" width="30" height="12"><data encoding="base64">加密的数据,太长,省略了</data></layer><layer name="terrain" width="30" height="12"><data encoding="base64">加密的数据,太长,省略了</data></layer><layer name="foreground" width="30" height="12"><data encoding="base64">加密的数据,太长,省略了</data></layer><objectgroup name="objects" width="30" height="12"><object name="player" x="63" y="126" width="21" height="21"/><object name="item.chest" x="147" y="63" width="21" height="21"/><object name="item.coin" x="252" y="21" width="21" height="21"/><object name="item.key" x="567" y="126" width="21" height="21"/><object name="trigger.exit" x="609" y="0" width="21" height="252"/><object name="item.coin" x="273" y="21" width="21" height="21"/><object name="item.coin" x="357" y="21" width="21" height="21"/><object name="item.coin" x="378" y="21" width="21" height="21"/><object name="trigger.exit" x="420" y="0" width="21" height="252"/></objectgroup><objectgroup name="physics" width="30" height="12"><object x="0" y="168"><polyline points="0,0 63,0 63,-21 105,-21 105,84 0,84 0,0"/></object><object x="378" y="189"><polyline points="0,-21 -21,0 -21,63 -105,63 -105,0 -126,-21"/></object><object x="252" y="168"><polyline points="0,0 21,0 21,-21 42,-21 42,-42 84,-42 84,-21 105,-21 105,0 126,0"/></object><object x="420" y="252"><polyline points="0,0 0,-63 21,-63 21,-84 42,-84 42,-126 63,-126 63,-105 84,-105 84,0 0,0"/></object><object x="546" y="252"><polyline points="0,0 0,-42 21,-42 21,-105 42,-105 42,-126 84,-126 84,0 0,0"/></object></objectgroup></map>

Libgdx 相关API介绍

.badlogic.gdx.maps.Map implements Disposable

Map代表了我们用地图编辑器编辑完之后的TMX文件,实际上是其子类TiledMap来具体实现。主要包含1.MapPropertiesTMX文件的各种属性。2.MapLayers,Map layers是有序的并且是可索引的,可通过index来访问, MapLayer包含MapObject对象,可以通过方法来获取访问,Libgdx中有不同的MapObject可供使用,比如CircleMapObject, RectangleMapObject

.badlogic.gdx.maps.tiled.TiledMap extends Map

TiledMap是Libgdx中真正承载TMX地图的类,代表了tiled map,增加了tiles 和 tiledsets

.badlogic.gdx.maps.tiled.TiledMapTile : interface

代表了TiledMap中每个网格(瓦片),留意其方法就可以了

.badlogic.gdx.maps.tiled.TiledMapTileSet implements Iterable<TiledMapTile>

TiledMapTile的实例,通常用来组成TiledMapLayer

.badlogic.gdx.maps.tiled.TiledMapTileSets implements Iterable<TiledMapTileSet>

其实看类名就知道是TiledMapTileSet的集合类,主要是提供工具帮助访问处理TiledMapTileSet。不做过多解释,可看源码。

.badlogic.gdx.maps.MapLayer

MapLayer就是我们在地图编辑器中创建的Layer(普通Layer和ObjectLayer)对应,包含了Layer对应的object和properties

// 下面列出的就是类中常用的属性,方法就是对属性的读写private String name = ""; // 图层的名字private float opacity = 1.0f; // 透明度private boolean visible = true; // 是否可见private MapObjects objects = new MapObjects(); // 包含的对象private MapProperties properties = new MapProperties();// 包含的属性

.badlogic.gdx.maps.tiled.TiledMapTileLayer extends MapLayer

TiledMap的Layer,具体的实现类

// Layer的高度和宽度

private int width;

private int height;

// 瓦片的高度和宽度

private float tileWidth;

private float tileHeight;

// 内部类,里面包含了private TiledMapTile tile

private Cell[][] cells;

.badlogic.gdx.maps.MapLayers implements Iterable<MapLayer>

可被遍历的MapLayer合集,方便访问操作MapLayer,主要是TMX文件也是很多MapLayer的集合。

.badlogic.gdx.maps.MapObject

TiledMap里面包含的对象的基本属性,比如: name, opacity, color

private String name = "";private float opacity = 1.0f;private boolean visible = true;private MapProperties properties = new MapProperties();private Color color = Color.WHITE.cpy();

.badlogic.gdx.maps.MapObjects implements Iterable<MapObject>

MapObject的集合,不做过多解释,可自己查询源码。

.badlogic.gdx.maps.MapProperties

可索引的(indexed)string值,代表了Map中元素的属性,可以被递归访问,修改,和添加属性。

.badlogic.gdx.maps.tiled.TmxMapLoader

地图加载去,使用方法简单,可参考后面的源码

.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer

渲染地图, 使用方法简单,可参考后面源码

代码用例展示

1.TiledMapSample这个用例只是简单的展示加载和渲染地图,以及操作照相机,来展示地图的不同部分。

public class TiledMapSample extends ApplicationAdapter {private static final float VIRTUAL_WIDTH = 384.0f;private static final float VIRTUAL_HEIGHT = 216.0f; private static final float CAMERA_SPEED = 100.0f;private OrthographicCamera camera;private Viewport viewport;private TiledMap map;private TmxMapLoader loader;private OrthogonalTiledMapRenderer renderer;private Vector2 direction;@Overridepublic void create() {camera = new OrthographicCamera();viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);loader = new TmxMapLoader();map = loader.load("p/platformer.tmx");renderer = new OrthogonalTiledMapRenderer(map);direction = new Vector2();}@Overridepublic void dispose() {map.dispose();renderer.dispose();}@Overridepublic void render() {Gdx.gl.glClearColor(0.8f, 0.8f, 0.8f, 1.0f);Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);updateCamera();renderer.setView(camera);renderer.render();}@Overridepublic void resize(int width, int height) {viewport.update(width, height);}private void updateCamera() {direction.set(0.0f, 0.0f);int mouseX = Gdx.input.getX();int mouseY = Gdx.input.getY();int width = Gdx.graphics.getWidth();int height = Gdx.graphics.getHeight();if (Gdx.input.isKeyPressed(Keys.LEFT) || (Gdx.input.isTouched() && mouseX < width * 0.25f)) {direction.x = -1;}else if (Gdx.input.isKeyPressed(Keys.RIGHT) || (Gdx.input.isTouched() && mouseX > width * 0.75f)) {direction.x = 1;}if (Gdx.input.isKeyPressed(Keys.UP) || (Gdx.input.isTouched() && mouseY < height * 0.25f)) {direction.y = 1;}else if (Gdx.input.isKeyPressed(Keys.DOWN) || (Gdx.input.isTouched() && mouseY > height * 0.75f)) {direction.y = -1;}direction.nor().scl(CAMERA_SPEED * Gdx.graphics.getDeltaTime());;camera.position.x += direction.x;camera.position.y += direction.y;TiledMapTileLayer layer = (TiledMapTileLayer)map.getLayers().get(0);float cameraMinX = viewport.getWorldWidth() * 0.5f;float cameraMinY = viewport.getWorldHeight() * 0.5f;float cameraMaxX = layer.getWidth() * layer.getTileWidth() - cameraMinX;float cameraMaxY = layer.getHeight() * layer.getTileHeight() - cameraMinY;camera.position.x = MathUtils.clamp(camera.position.x, cameraMinX, cameraMaxX);camera.position.y= MathUtils.clamp(camera.position.y, cameraMinY, cameraMaxY);camera.update();}}

2. TiledMapObjectsSample示例不仅加载渲染地图也解析了里面包含的对象

public class TiledMapObjectsSample extends ApplicationAdapter {

private static final float SCALE = 0.2916f;

private static final int VIRTUAL_WIDTH = (int) (1280 * SCALE);

private static final int VIRTUAL_HEIGHT = (int) (720 * SCALE);

private static final float CAMERA_SPEED = 100.0f;private OrthographicCamera camera;private Viewport viewport;private SpriteBatch batch;private TiledMap map;private TmxMapLoader loader;TiledMapTileLayer layer;private OrthogonalTiledMapRenderer renderer;private Vector2 direction;private Array<Sprite> enemies;private Array<Sprite> items;private Array<Sprite> triggers;private Sprite player;private TextureAtlas atlas;@Overridepublic void create() {camera = new OrthographicCamera();viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);batch = new SpriteBatch();loader = new TmxMapLoader();map = loader.load("p/tiled-objects.tmx");renderer = new OrthogonalTiledMapRenderer(map, batch);atlas = new TextureAtlas(Gdx.files.internal("p/sprites.atlas"));direction = new Vector2();processMapMetadata();}@Overridepublic void dispose() {map.dispose();renderer.dispose();atlas.dispose();batch.dispose();}@Overridepublic void render() {Gdx.gl.glClearColor(0.8f, 0.8f, 0.8f, 1.0f);Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);updateCamera();renderer.setView(camera);renderer.render();batch.begin();for (Sprite enemy : enemies) {enemy.draw(batch);}for (Sprite item : items) {item.draw(batch);}for (Sprite trigger : triggers) {trigger.draw(batch);}player.draw(batch);batch.end();}@Overridepublic void resize(int width, int height) {viewport.update(width, height);}private void updateCamera() {direction.set(0.0f, 0.0f);int mouseX = Gdx.input.getX();int mouseY = Gdx.input.getY();int width = Gdx.graphics.getWidth();int height = Gdx.graphics.getHeight();if (Gdx.input.isKeyPressed(Keys.LEFT) || (Gdx.input.isTouched() && mouseX < width * 0.25f)) {direction.x = -1;} else if (Gdx.input.isKeyPressed(Keys.RIGHT) || (Gdx.input.isTouched() && mouseX > width * 0.75f)) {direction.x = 1;}if (Gdx.input.isKeyPressed(Keys.UP) || (Gdx.input.isTouched() && mouseY < height * 0.25f)) {direction.y = 1;} else if (Gdx.input.isKeyPressed(Keys.DOWN) || (Gdx.input.isTouched() && mouseY > height * 0.75f)) {direction.y = -1;}direction.nor().scl(CAMERA_SPEED).scl(Gdx.graphics.getDeltaTime());;camera.position.x += direction.x;camera.position.y += direction.y;// 获取Map编辑器里面最底层的Layer,同时也是tml文件里面最上面的一层layerfloat cameraMinX = viewport.getWorldWidth() * 0.5f;float cameraMinY = viewport.getWorldHeight() * 0.5f;float cameraMaxX = layer.getWidth() * layer.getTileWidth() - cameraMinX;float cameraMaxY = layer.getHeight() * layer.getTileHeight() - cameraMinY;camera.position.x = MathUtils.clamp(camera.position.x, cameraMinX, cameraMaxX);camera.position.y = MathUtils.clamp(camera.position.y, cameraMinY, cameraMaxY);camera.update();}private void processMapMetadata() {// Load entitiesSystem.out.println("Searching for game entities...\n");enemies = new Array<Sprite>();items = new Array<Sprite>();triggers = new Array<Sprite>();layer = (TiledMapTileLayer) map.getLayers().get(0);MapObjects objects = map.getLayers().get("objects").getObjects();System.out.println("width=" + layer.getWidth() +" tileWidth" + layer.getTileWidth());for (MapObject object : objects) {String name = object.getName();;String[] parts = name.split("[.]");RectangleMapObject rectangleObject = (RectangleMapObject) object;Rectangle rectangle = rectangleObject.getRectangle();System.out.println("Object found");System.out.println("- name: " + name);System.out.println("- position: (" + rectangle.x + ", " + rectangle.y + ")");System.out.println("- size: (" + rectangle.width + ", " + rectangle.height + ")");if (name.equals("enemy")) {Sprite enemy = new Sprite(atlas.findRegion("enemy"));enemy.setPosition(rectangle.x, rectangle.y);enemies.add(enemy);} else if (name.equals("player")) {player = new Sprite(atlas.findRegion("player"));player.setPosition(rectangle.x, rectangle.y);} else if (parts.length > 1 && parts[0].equals("item")) {Sprite item = new Sprite(atlas.findRegion(parts[1]));item.setPosition(rectangle.x, rectangle.y);items.add(item);} else if (parts.length > 0 && parts[0].equals("trigger")) {Sprite trigger = new Sprite(atlas.findRegion("pixel"));trigger.setColor(1.0f, 1.0f, 1.0f, 0.5f);trigger.setScale(rectangle.width, rectangle.height);trigger.setPosition(rectangle.x - rectangle.width * 0.5f, rectangle.y + rectangle.height * 0.5f);triggers.add(trigger);}}}}

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