libgdx之瓦片地图(TiledMap)

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/zqiang_55/article/details/53304412

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: http://www.mapeditor.org/download.html
这里写图片描述

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

1.com.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. MapProperties TMX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

方法、属性 描述
layers : MapLayers 地图中所包含的图层
properties : MapProperties 地图中所包含的对象
getLayers() : MapLayers 获取地图中所包含的图层
getProperties() : MapProperties 获取地图中的对象

2.com.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
3.com.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

方法 描述
getId() : int 瓦片的ID
getTextureRegion() : TextureRegion 瓦片使用的TextureRegion
setTextureRegion(TextureRegion textureRegion) 设置瓦片的纹理
getOffsetX() : float 瓦片相对于x轴的位置
getProperties() : MapProperties 单个瓦片的属性

4.com.badlogic.gdx.maps.tiled.TiledMapTileSet implements Iterable<TiledMapTile>
TiledMapTile的实例,通常用来组成TiledMapLayer

方法、属性 描述
name : String 瓦片的name
tiles : IntMap<TiledMapTile> 瓦片
getTile (int id) : TiledMapTile 获取瓦片实例
iterator () : Iterator<TiledMapTile> 便利所有瓦片
removeTile (int id) 移除指定瓦片
size () 瓦片的数量

5.com.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。
6.com.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  

7.com.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;

8.com.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。

方法、属性 描述
get (int index) : MapLayer 根据索引获取MapLayer
get (String name) : MapLayer 根据名字返回找到的第一个匹配MapLayer
getIndex (String name) : int 根据名字返回查找到的第一个图片的位置
getCount () : int 获取TiledMap中Layer的数量
remove (int index) 移除指定TiledMapLayer
iterator () : Iterator<MapLayer> 迭代访问

9.com.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();

10.com.badlogic.gdx.maps.MapObjects implements Iterable<MapObject>
MapObject的集合,不做过多解释,可自己查询源码。
11.com.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。

方法、属性 描述
get (int index) : MapLayer 根据索引获取MapLayer
get (String name) : MapLayer 根据名字返回找到的第一个匹配MapLayer
getIndex (String name) : int 根据名字返回查找到的第一个图片的位置
getCount () : int 获取TiledMap中Layer的数量
remove (int index) 移除指定TiledMapLayer
iterator () : Iterator<MapLayer> 迭代访问

12.com.badlogic.gdx.maps.tiled.TmxMapLoader
地图加载去,使用方法简单,可参考后面的源码
13.com.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;

@Override
public 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();
}

@Override
public void dispose() {
    map.dispose();
    renderer.dispose();
}

@Override
public 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();
}

@Override
public 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
这里写图片描述
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;

@Override
public 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();
}

@Override
public void dispose() {
    map.dispose();
    renderer.dispose();
    atlas.dispose();
    batch.dispose();
}

@Override
public 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();
}

@Override
public 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layer


    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();
}

private void processMapMetadata() {

    // Load entities
    System.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);
        }
    }
}
}  

这里写图片描述

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转载自blog.csdn.net/zqiang_55/article/details/53304412