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我气死了。我很快就要玩这个游戏了。我制作了我的播放器,使其不会掉落或穿过具有“阻止”属性的 Tiled 瓷砖。我不知道为什么,但它不起作用。它不断地跌倒。请帮我。我急需。你是我唯一的希望。
这是我的播放器的代码。碰撞检测就是在此基础上进行的。 包 net.hasanbilal.prisonrevelations.entities;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.math.Vector2;
public class Player extends Sprite implements InputProcessor {
/**
* x and y velocity
*/
private Vector2 velocity = new Vector2();
//Speed is gravity times 2, meaning that the characters reach terminal velocity at 2 seconds
private float speed = 19.6f;
private float gravity = 9.8f;
private boolean canJump;
private TiledMapTileLayer cLayer;
private String blockedKey = "blocked";
public Player(Sprite s, TiledMapTileLayer cLayer) {
super(s);
this.cLayer = cLayer;
}
public void draw(SpriteBatch sb) {
update(Gdx.graphics.getDeltaTime());
super.draw(sb);
}
public void update(float delta) {
velocity.y -= gravity * delta; //gravity to player
//Terminal Velocity and Falling
if(velocity.y > speed)
velocity.y = speed;
else if(velocity.y < speed)
velocity.y = -speed;
//saves old position for collision detection
float preX = getX();
float preY = getY();
boolean collideX = false;
boolean collideY = false;
float tWidth = cLayer.getTileWidth();
float tHeight = cLayer.getTileHeight();
setX(getX() + velocity.x * delta);
if (velocity.x < 0) {
collideX = collidesLeft();
} else if (velocity.x > 0) {
collideX = collidesRight();
}
if (collideX) {
setX(preX);
velocity.x = 0;
}
setY(getY() + velocity.y * delta);
if (velocity.y < 0) {
canJump = collideY = collidesBottom();
} else if (velocity.y > 0) {
collideY = collidesTop();
}
if (collideY) {
setY(preY);
velocity.y = 0;
}
}
public Vector2 getVelocity() {
return velocity;
}
public void setVelocity(Vector2 velocity) {
this.velocity = velocity;
}
public float getSpeed() {
return speed;
}
public void setSpeed(float speed) {
this.speed = speed;
}
public float getGravity() {
return gravity;
}
public void setGravity(float gravity) {
this.gravity = gravity;
}
public TiledMapTileLayer getcLayer() {
return cLayer;
}
public void setcLayer(TiledMapTileLayer cLayer) {
this.cLayer = cLayer;
}
private boolean isCellBlocked(float x, float y) {
Cell cell = cLayer.getCell((int) (x / cLayer.getTileWidth()), (int) (y / cLayer.getTileHeight()));
return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(blockedKey);
}
public boolean collidesRight() {
for(float step = 0; step < getHeight(); step += cLayer.getTileHeight() / 2)
if(isCellBlocked(getX() + getWidth(), getY() + step))
return true;
return false;
}
public boolean collidesLeft() {
for(float step = 0; step < getHeight(); step += cLayer.getTileHeight() / 2)
if(isCellBlocked(getX(), getY() + step))
return true;
return false;
}
public boolean collidesTop() {
for(float step = 0; step < getWidth(); step += cLayer.getTileWidth() / 2)
if(isCellBlocked(getX() + step, getY() + getHeight()))
return true;
return false;
}
public boolean collidesBottom() {
for(float step = 0; step < getWidth(); step += cLayer.getTileWidth() / 2)
if(isCellBlocked(getX() + step, getY()))
return true;
return false;
}
@Override
public boolean keyDown(int arg0) {
// TODO Auto-generated method stub
return true;
}
@Override
public boolean keyTyped(char arg0) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean keyUp(int arg0) {
// TODO Auto-generated method stub
return true;
}
@Override
public boolean mouseMoved(int arg0, int arg1) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean scrolled(int arg0) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDown(int arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDragged(int arg0, int arg1, int arg2) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchUp(int arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
return false;
}
}
这是平铺 map 的代码。这是所有图 block 值和属性。
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.3.1" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="62" height="37" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" name="newTileSet" tilewidth="16" tileheight="16" tilecount="5" columns="10">
<image source="newTileSet.png" width="160" height="16"/>
<tile id="0">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="1">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="5">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="7">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="8">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
</tileset>
<layer id="2" name="Tile Layer 2" width="62" height="37">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,10,7,7,7,7,7,7,7,7,7,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,10,7,7,7,7,7,7,7,7,7,7,7,7,7,10,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,10,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,6,4,6,6,7,7,7,7,7,10,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5,7,7,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,7,7,7,7,7,7,7,7,7,6,7,5,7,5,7,7,7,7,7,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,7,7,7,7,7,7,7,7,6,6,7,7,7,7,7,7,10,7,7,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,7,7,7,7,7,7,7,7,6,6,7,7,7,7,7,7,7,7,7,7,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,6,7,6,7,6,7,7,7,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,10,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,7,7,7,6,6,6,7,7,6,6,6,2,6,4,4,4,6,6,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,4,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,7,7,5,5,5,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,5,5,5,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,10,7,7,7,7,7,7,7,7,7,7,10,7,7,7,7,7,7,7,7,7,10,7,7,7,7,7,7,7,7,7,10,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,6,8,8,8,8,8,8,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,7,7,7,7,6,6,6,7,9,9,7,7,7,7,7,7,7,7,7,7,7,6,6,7,7,7,7,7,7,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,7,7,7,7,7,7,7,7,6,6,7,7,6,6,6,6,6,6,6,7,7,7,7,7,7,7,7,7,7,6,6,2,2,2,2,2,2,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,6,6,7,7,7,7,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,4,4,6,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
</map>
这是图 block 集的代码。甚至不确定我是否需要这个,因为 .tmx 说它使用 png,而不是 tsx。
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.3.1" name="newTileSet" tilewidth="16" tileheight="16" tilecount="10" columns="10">
<image source="newTileSet.png" width="160" height="16"/>
<tile id="0">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="1">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="5">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="7">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
<tile id="8">
<properties>
<property name="blocked" value=""/>
</properties>
</tile>
</tileset>
请帮助我。我会做任何事情。
最佳答案
这可能对解决碰撞问题没有帮助,但你在这里遇到了问题:
if(velocity.y > speed)
velocity.y = speed;
else if(velocity.y < speed) // should be -speed
velocity.y = -speed
每次迭代velocity.y < speed
是真的,因为 velocity.y < 0
和speed > 0
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