【发布时间】:2020-03-10 09:46:59
【问题描述】:
我想创建一个简单的 30x30 等距平铺地图并添加一个侦听器以便能够点击平铺。我在这里查找了很多文章和帖子,但没有一个对我有帮助。 我的问题是,我有一个 30x17 的视口、一个摄像头、一个舞台和一个 tileWidth = 32 和 tileHeight = 16 像素的平铺地图。 现在,当我渲染平铺地图时,它看起来很好。 当我点击舞台并尝试获取世界坐标时,我看到了一些非常奇怪的坐标。 这是代码:
private static final float TILE_WIDTH = 32;
private static final float TILE_HEIGHT = 16;
private OrthographicCamera camera;
private Viewport viewport;
private Stage stage;
private IsometricTiledMapRenderer isometricTiledMapRenderer;
private Matrix4 isoTransform;
private Matrix4 invIsotransform;
public void load(AssetManagerLoaderV2 assetManagerLoader) {
assetManagerLoader.load();
init();
camera = new OrthographicCamera();
viewport = new FitViewport(30, 17, camera);
stage = new Stage(viewport);
TiledMap tiledMap = new TiledMapGenerator(assetManagerLoader).generate(30, 30);
isometricTiledMapRenderer = new IsometricTiledMapRenderer(tiledMap, 1/32f);
stage.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
System.out.println(screenToCell(x, y));
return true;
}
});
}
@Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
@Override
public void render(float delta) {
DrawUtils.clearScreen();
viewport.apply();
isometricTiledMapRenderer.setView(camera);
isometricTiledMapRenderer.render();
}
@Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
isometricTiledMapRenderer.dispose();
stage.dispose();
}
public void init () {
//create the isometric transform
isoTransform = new Matrix4();
isoTransform.idt();
isoTransform.translate(0.0f, 0.25f, 0.0f);
isoTransform.scale((float)(Math.sqrt(2.0) / 2.0), (float)(Math.sqrt(2.0) / 4.0), 1.0f);
isoTransform.rotate(0.0f, 0.0f, 1.0f, -45.0f);
//... and the inverse matrix
invIsotransform = new Matrix4(isoTransform);
invIsotransform.inv();
}
public Vector2 worldToCell(float x, float y) {
float halfTileWidth = TILE_WIDTH * 0.5f;
float halfTileHeight = TILE_HEIGHT * 0.5f;
float row = (1.0f/2) * (x/halfTileWidth + y/halfTileHeight);
float col = (1.0f/2) * (x/halfTileWidth - y/halfTileHeight);
return new Vector2((int)col,(int)row);
}
public Vector2 screenToWorld(float x, float y){
Vector3 touch = new Vector3(x,y,0);
camera.unproject(touch);
touch.mul(invIsotransform);
touch.mul(isoTransform);
return new Vector2(touch.x,touch.y);
}
public Vector2 screenToCell(float x, float y) {
Vector2 world = screenToWorld(x,y);
world.y -= TILE_HEIGHT *0.5f;
return worldToCell(world.x,world.y);
}
有人知道如何编写 worldToCell 来获得正确的坐标吗?
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