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java - 在 Ashley ECS 中使用有限状态机制作动画播放器

转载 作者:太空宇宙 更新时间:2023-11-04 10:08:59 29 4
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我有一个大型学校项目,正在使用 libGDX 开发一款 Pixel Platformer 游戏。

我大部分时间都使用 ECS,但我在渲染玩家动画时遇到了麻烦,因为我无法区分玩家的状态或至少是攻击状态。

玩家状态等级

让我向您展示一下,我有这个“移动”状态:

public enum PlayerState implements State<PlayerAgent> {

Idle(){
@Override
public void update(PlayerAgent agent) {
agent.moveOnGround();
if(!agent.isTouchingGround) {
if (agent.body.getLinearVelocity().y < -0.05)
agent.stateMachine.changeState(Falling);
else
agent.stateMachine.changeState(Jumping);
}else{
if (agent.body.getLinearVelocity().x != 0)
agent.stateMachine.changeState(Walking);
}
}
},

Walking() {
@Override
public void update(PlayerAgent agent) {
agent.moveOnGround();
if(!agent.isTouchingGround) {
if (agent.body.getLinearVelocity().y < -0.05)
agent.stateMachine.changeState(Falling);
else
agent.stateMachine.changeState(Jumping);
}else{
if (agent.body.getLinearVelocity().x == 0)
agent.stateMachine.changeState(Idle);
}
}
},

Jumping() {
@Override
public void enter(PlayerAgent agent) {
}

@Override
public void update(PlayerAgent agent) {
agent.moveOnAir();
if (agent.body.getLinearVelocity().y < 0)
agent.stateMachine.changeState(Falling);
/* else if (agent.jumpOnAir())
agent.stateMachine.changeState(DoubleJumping);*/
}
},

DoubleJumping () {
@Override
public void update(PlayerAgent agent) {
agent.moveOnAir();
if (agent.body.getLinearVelocity().y < 0)
agent.stateMachine.changeState(Falling);
}
},

Falling() {

@Override
public void update(PlayerAgent agent) {
agent.moveOnAir();
if (agent.isTouchingGround) {
agent.stateMachine.changeState(Idle);
} else {
if (agent.stateMachine.getPreviousState() != DoubleJumping) {
if (agent.jumpOnAir())
agent.stateMachine.changeState(DoubleJumping);
}
}
}
};

@Override
public void enter(PlayerAgent agent) {
// System.out.println(this.toString());
}

@Override
public void update(PlayerAgent agent) {

}

@Override
public void exit(PlayerAgent agent) {
agent.timer = 0.0f;
}

@Override
public boolean onMessage(PlayerAgent agent, Telegram telegram) {
return false;
}
}

玩家动画枚举

但是我至少需要这个状态来实现播放器动画:

public enum PlayerAnimations {

Idle, Walking, Jumping, DoubleJumping, Falling, Attack, JumpAttack, FallingAttack, FallAttack, Hit, Die;

}

在这个打包纹理上您还可以看到更多内容: Player Animations Atlas

PlayerAgent 类:

public class PlayerAgent implements Updateable {

private Entity player;

protected Body body;
private TransformComponent transform;
SensorCollisionComponent sensors;

protected static StateMachine<PlayerAgent, PlayerState> stateMachine;

public boolean isTouchingGround = true;
public boolean isTouchingWallLeft = false;
public boolean isTouchingWallRight = false;

public static float timer = 0.0f;

public PlayerAgent(Entity player) {
this.player = player;
body = player.getComponent(B2dBodyComponent.class).body;
transform = player.getComponent(TransformComponent.class);
sensors = player.getComponent(SensorCollisionComponent.class);

stateMachine = new DefaultStateMachine<PlayerAgent, PlayerState>(this, PlayerState.Idle);
}

@Override
public void update(float deltaTime) {
isTouchingGround = (sensors.numFoot > 0);
isTouchingWallLeft = (sensors.numLeftWall > 0);
isTouchingWallRight = (sensors.numRightWall > 0);

stateMachine.update();

if (!KeyboardController.left && !KeyboardController.right)
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 0, 0.2f), body.getLinearVelocity().y);

}


public static PlayerState getCurrentState(){
return stateMachine.getCurrentState();
}
public static PlayerState getLastState(){
return stateMachine.getPreviousState();
}
public static boolean isInState(PlayerState state){
return stateMachine.isInState(state);
}

public boolean moveOnGround() {
if (KeyboardController.left) {
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}
if (KeyboardController.right){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = false;
}
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.7f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
}
return (KeyboardController.left || KeyboardController.right);
}

public boolean moveOnAir(){
if (KeyboardController.left){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -1.5f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}if (KeyboardController.right){
transform.flipX = false;
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 1.5f, 0.1f), body.getLinearVelocity().y);
}
return (KeyboardController.left || KeyboardController.right);
}

public boolean jumpOnAir(){
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.5f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
return true;
}
return false;
}

}

动画代码

动画系统中负责播放器的代码:

PlayerComponent pc = pm.get(entity);
if (pc.attacking) {

switch (PlayerAgent.getCurrentState()) {
case Idle:
case Walking:
if(PlayerAgent.getLastState() == PlayerState.Falling) {
key = PlayerAnimations.FallAttack.ordinal();
if(ani.animations.get(key).isAnimationFinished(PlayerAgent.timer)) pc.attacking = false;
}else
key = PlayerAnimations.Attack.ordinal();
break;
case Jumping:
case DoubleJumping:
key = PlayerAnimations.JumpAttack.ordinal();
break;
case Falling:
key = PlayerAnimations.FallingAttack.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
} else {
switch (PlayerAgent.getCurrentState()) {
case Idle:
key = PlayerAnimations.Idle.ordinal();
break;
case Walking:
key = PlayerAnimations.Walking.ordinal();
break;
case Jumping:
key = PlayerAnimations.Jumping.ordinal();
break;
case DoubleJumping:
key = PlayerAnimations.DoubleJumping.ordinal();
break;
case Falling:
key = PlayerAnimations.Falling.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}

}
PlayerAgent.timer += deltaTime;
}

我正在考虑在状态中设置状态,例如“接地”->“空闲”、“行走”。但我仍然不知道如何使玩家 AttackStates。

最佳答案

经过一番挖掘,我找到了一个解决方案,至少现在是这样,所以对于任何遇到同样问题的人来说,我是如何解决它的。

PlayerAttackState.java

我首先创建了一个名为 PlayerAttackState 的新攻击状态。

public enum PlayerAttackState implements State<PlayerAgent> {


NONE(){
@Override
public void enter(PlayerAgent agent) {
agent.attacking = false;
agent.lastAttack = System.currentTimeMillis();
}

@Override
public void update(PlayerAgent agent) {
if (KeyboardController.attack && !agent.attacking) {
agent.attacking = true;
KeyboardController.attack = false;
agent.attackStateMachine.changeState(Attacking);
//agent.playerComp.attack();
}
}
},

Attacking(){
@Override
public void enter(PlayerAgent agent) {

agent.timer = 0f;
agent.attackCombo++;
if (agent.attackCombo > 3 || System.currentTimeMillis() - agent.lastAttack > 100) agent.attackCombo = 1;
if (agent.stateMachine.isInState(PlayerState.Jumping) || agent.stateMachine.isInState(PlayerState.DoubleJumping))
agent.attackStateMachine.changeState(AirAttack);

}

@Override
public void update(PlayerAgent agent) {
super.update(agent);
if (agent.stateMachine.isInState(PlayerState.Jumping) || agent.stateMachine.isInState(PlayerState.DoubleJumping))
agent.attackStateMachine.changeState(AirAttack);

}
},

AirAttack(){
@Override
public void enter(PlayerAgent agent) {
if (agent.attackCombo >= 2) {
agent.attackCombo = 1;
agent.attackStateMachine.changeState(FallingAttack);
}
}

@Override
public void update(PlayerAgent agent) {
super.update(agent);
if (agent.attackCombo == 3) {
agent.attackCombo = 1;
agent.attackStateMachine.changeState(FallingAttack);
}
}
},

FallingAttack(){
@Override
public void enter(PlayerAgent agent) {

}

@Override
public void update(PlayerAgent agent) {
if (agent.stateMachine.isInState(PlayerState.Idle) || agent.stateMachine.isInState(PlayerState.Walking))
agent.attackStateMachine.changeState(FallAttack);
else if (agent.stateMachine.isInState(PlayerState.DoubleJumping))
agent.attackStateMachine.changeState(AirAttack);
}
},

FallAttack(){
@Override
public void update(PlayerAgent agent) {
super.update(agent);
}
},

;

@Override
public void enter(PlayerAgent agent) {

}

@Override
public void update(PlayerAgent agent) {
if (agent.animation.isAnimationFinished(agent.timer))
agent.attackStateMachine.changeState(NONE);
}

@Override
public void exit(PlayerAgent agent) {
}

@Override
public boolean onMessage(PlayerAgent agent, Telegram telegram) {
return false;
}
}

PlayerAgent.java

因此,在此之后,我需要在 PlayerAgent 类中为其添加一个状态机和一些其他变量。

public class PlayerAgent implements Updateable {

private Entity player;

protected Body body;
private TransformComponent transform;
public SensorCollisionComponent sensors;
public PlayerComponent playerComp;
public AttackComponent attackComp;

protected static StateMachine<PlayerAgent, PlayerState> stateMachine;
protected static StateMachine<PlayerAgent, PlayerAttackState> attackStateMachine;

public boolean isTouchingGround = true;
public boolean isTouchingWallLeft = false;
public boolean isTouchingWallRight = false;
public static boolean attacking = false;

public static Animation animation = null;

public static float timer = 0.0f;
public static int attackCombo = 0;
public long lastAttack = 0l;


public PlayerAgent(Entity player) {
this.player = player;
body = player.getComponent(B2dBodyComponent.class).body;
transform = player.getComponent(TransformComponent.class);
sensors = player.getComponent(SensorCollisionComponent.class);
playerComp = player.getComponent(PlayerComponent.class);
attackComp = player.getComponent(AttackComponent.class);


stateMachine = new DefaultStateMachine<PlayerAgent, PlayerState>(this, PlayerState.Idle);
attackStateMachine = new DefaultStateMachine<PlayerAgent, PlayerAttackState>(this, PlayerAttackState.NONE);
}

@Override
public void update(float deltaTime) {

isTouchingGround = (sensors.numFoot > 0);
isTouchingWallLeft = (sensors.numLeftWall > 0);
isTouchingWallRight = (sensors.numRightWall > 0);

stateMachine.update();
attackStateMachine.update();

if (!KeyboardController.left && !KeyboardController.right)
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 0, 0.2f), body.getLinearVelocity().y);

}


public static PlayerState getCurrentState(){
return stateMachine.getCurrentState();
}
public static PlayerAttackState getAttackState(){return attackStateMachine.getCurrentState();}
public static PlayerState getLastState(){
return stateMachine.getPreviousState();
}
public static boolean isInState(PlayerState state){
return stateMachine.isInState(state);
}

public boolean moveOnGround() {
if (KeyboardController.left) {
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}
if (KeyboardController.right){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 3f, 0.1f), body.getLinearVelocity().y);
transform.flipX = false;
}
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.7f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
}
return (KeyboardController.left || KeyboardController.right);
}

public boolean moveOnAir(){
if (KeyboardController.left){
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, -1.5f, 0.1f), body.getLinearVelocity().y);
transform.flipX = true;
}if (KeyboardController.right){
transform.flipX = false;
body.setLinearVelocity(MathUtils.lerp(body.getLinearVelocity().x, 1.5f, 0.1f), body.getLinearVelocity().y);
}
return (KeyboardController.left || KeyboardController.right);
}

public boolean jumpOnAir(){
if (KeyboardController.up) {
body.applyLinearImpulse(0, 2.5f, body.getWorldCenter().x, body.getWorldCenter().y, true);
KeyboardController.up = false;
return true;
}
return false;
}

}

PlayerAnimations.java

最后,我需要为播放器设置动画,因此我创建了一个名为 PlayerAnimations 的枚举。

public enum PlayerAnimations {

Idle,
Walking,
Jumping, DoubleJumping,
Falling,
Attack_1, Attack_2, Attack_3,
AirAttack_1, AirAttack_2,
FallingAttack, FallAttack,
Hit,
Die

}

AnimationSystem.java

然后使用 AniamtionSystem 渲染它们。

     switch (PlayerAgent.getAttackState()) {
case NONE:
switch (PlayerAgent.getCurrentState()) {
case Idle:
key = PlayerAnimations.Idle.ordinal();
break;
case Walking:
key = PlayerAnimations.Walking.ordinal();
break;
case Jumping:
key = PlayerAnimations.Jumping.ordinal();
break;
case DoubleJumping:
key = PlayerAnimations.DoubleJumping.ordinal();
break;
case Falling:
key = PlayerAnimations.Falling.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
break;
case Attacking:
switch (PlayerAgent.attackCombo) {
case 1:
key = PlayerAnimations.Attack_1.ordinal();
break;
case 2:
key = PlayerAnimations.Attack_2.ordinal();
break;
case 3:
key = PlayerAnimations.Attack_3.ordinal();
break;
default:
key = PlayerAnimations.Attack_1.ordinal();
System.out.println("Attack Combo Error");
break;
}
break;
case AirAttack:
switch (PlayerAgent.attackCombo) {
case 1:
key = PlayerAnimations.AirAttack_1.ordinal();
break;
case 2:
key = PlayerAnimations.AirAttack_2.ordinal();
break;
default:
key = PlayerAnimations.AirAttack_1.ordinal();
System.out.println("Air Attack Combo Error");
break;
}
break;
case FallingAttack:
key = PlayerAnimations.FallingAttack.ordinal();
break;
case FallAttack:
key = PlayerAnimations.FallAttack.ordinal();
break;
default:
key = PlayerAnimations.Idle.ordinal();
break;
}
timer = PlayerAgent.timer;
PlayerAgent.timer += deltaTime;
PlayerAgent.animation = ani.animations.get(key);
}

tex.region = ani.animations.get(key).getKeyFrame(timer);

希望这可以帮助一些人,再次为我糟糕的英语感到抱歉。如果您有任何疑问,请随时问我。

关于java - 在 Ashley ECS 中使用有限状态机制作动画播放器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52569349/

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