【问题标题】:Use TMX file with AndEngine在 AndEngine 中使用 TMX 文件
【发布时间】:2012-08-18 13:13:23
【问题描述】:

我有一个用“平铺”创建的等距 .TMX 文件,我使用的是 AndEngine GLES1。我想用它作为背景或地图。如果可能的话,我还希望将我的“玩家”运动与瓷砖联系起来。我知道有一些问题处理这个问题,但我需要实际的代码来显示背景。

这是我唯一的 java 文件

package com.example.game;

 import java.util.LinkedList;

 import org.anddev.andengine.engine.Engine;
 import org.anddev.andengine.engine.camera.Camera;
import org.anddev.andengine.engine.options.EngineOptions;
import org.anddev.andengine.engine.options.EngineOptions.ScreenOrientation;
import org.anddev.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.anddev.andengine.entity.modifier.MoveModifier;
import org.anddev.andengine.entity.scene.Scene;
import org.anddev.andengine.entity.scene.Scene.IOnSceneTouchListener;
import org.anddev.andengine.entity.scene.background.ColorBackground;
import org.anddev.andengine.entity.sprite.Sprite;
import org.anddev.andengine.entity.util.FPSLogger;
  import org.anddev.andengine.input.touch.TouchEvent;
import org.anddev.andengine.opengl.texture.TextureOptions;
import org.anddev.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.anddev.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
 import org.anddev.andengine.opengl.texture.region.TextureRegion;
 import org.anddev.andengine.ui.activity.BaseGameActivity;

 import android.view.Display;

 public class SimpleGame extends BaseGameActivity implements
IOnSceneTouchListener {
//Set up camera
private Camera mCamera;

//Set main scene
private Scene mMainScene;
//?? graphics variables?
private BitmapTextureAtlas mBitmapTextureAtlas;
private TextureRegion mPlayerTextureRegion;
//declaring sprite variable for player character
private Sprite player;
//Equiping ammunition
private LinkedList projectileLL;
private LinkedList projectilesToBeAdded;
private TextureRegion mProjectileTextureRegion;


@Override
public Engine onLoadEngine() {
    //Preparing Engine giving it proper resolution (what you see on the screen)
    final Display display = getWindowManager().getDefaultDisplay();
    int cameraWidth = display.getWidth();
    int cameraHeight = display.getHeight();

     mCamera = new Camera(0, 0, cameraWidth, cameraHeight);

    return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE,
    new RatioResolutionPolicy(cameraWidth, cameraHeight), mCamera));
}

@Override
public void onLoadResources() {
    mBitmapTextureAtlas = new BitmapTextureAtlas(512, 512,
        TextureOptions.BILINEAR_PREMULTIPLYALPHA);

    BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
    // assinging the player.png image for the mPlayerTextureRegion
    mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory
        .createFromAsset(this.mBitmapTextureAtlas, this, "player.png",
        0, 0);
    mEngine.getTextureManager().loadTexture(mBitmapTextureAtlas);

    mProjectileTextureRegion = BitmapTextureAtlasTextureRegionFactory
        .createFromAsset(this.mBitmapTextureAtlas, this,
        "Projectile.png", 64, 0);
}

@Override
public Scene onLoadScene() {
    //??? Creating the scene?
    mEngine.registerUpdateHandler(new FPSLogger());

    mMainScene = new Scene();

    mMainScene
        .setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));

    final int PlayerX = this.mPlayerTextureRegion.getWidth() / 2;
    final int PlayerY = (int) ((mCamera.getHeight() - mPlayerTextureRegion
            .getHeight()) / 2);

    // Using sprite to illustrate player
    player = new Sprite(PlayerX, PlayerY, mPlayerTextureRegion);
    // Place player on game screen
    mMainScene.attachChild(player);

    projectileLL = new LinkedList();
    projectilesToBeAdded = new LinkedList();

    mMainScene.setOnSceneTouchListener(this);

    return mMainScene;
}
     // This method is used for shooting "bullets"
    // Need to find a way to limit ammunition based on in game inventory
      private void shootProjectile(final float pX, final float pY) {

int offX = (int) (pX - player.getX());
int offY = (int) (pY - player.getY());
if (offX <= 0)
    return;

//Using projectile.png as sprite, what is .deepCopy???
final Sprite projectile;
projectile = new Sprite(player.getX(), player.getY(),
mProjectileTextureRegion.deepCopy());
mMainScene.attachChild(projectile, 1);

int realX = (int) (mCamera.getWidth() + projectile.getWidth() / 2.0f);
float ratio = (float) offY / (float) offX;
int realY = (int) ((realX * ratio) + projectile.getY());

int offRealX = (int) (realX - projectile.getX());
int offRealY = (int) (realY - projectile.getY());
float length = (float) Math.sqrt((offRealX * offRealX)
        + (offRealY * offRealY));
float velocity = 480.0f / 1.0f; // 480 pixels per 1 sec//
float realMoveDuration = length / velocity;

MoveModifier mod = new MoveModifier(realMoveDuration,
projectile.getX(), realX, projectile.getY(), realY);
projectile.registerEntityModifier(mod.deepCopy());

projectilesToBeAdded.add(projectile);
    }

public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {

    if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN) {
        final float touchX = pSceneTouchEvent.getX();
        final float touchY = pSceneTouchEvent.getY();
        shootProjectile(touchX, touchY);
        return true;
    }
return false;
}


@Override
public void onLoadComplete() {


}
    }

编辑 切换到 GLES2 后,这给了我一些错误。我正在使用一个新类并插入提供的代码。我需要为其中任何一个创建类吗?是否通过属性链接 TMXproject - android 和该页面底部的“添加”框?谢谢

package com.example.game;

import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.opengl.texture.TextureOptions;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import org.andengine.util.debug.Debug;

public class StarterGame extends SimpleBaseGameActivity {

static final int CAMERA_WIDTH = 800;
static final int CAMERA_HEIGHT = 480;
private Object tiledMap;

@Override
public EngineOptions onCreateEngineOptions() {
    //Create view for the scene??
    Camera mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
    return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR,
            new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera);
}

@Override
protected void onCreateResources() {
    // TODO Auto-generated method stub
    try {
        final TMXLoader tmxLoader = new TMXLoader(context.getAssets(), textureManager, TextureOptions.NEAREST, vertexBufferObjectManager, new ITMXTilePropertiesListener() {
            @Override
            public void onTMXTileWithPropertiesCreated(final TMXTiledMap pTMXTiledMap, final TMXLayer pTMXLayer, final TMXTile pTMXTile, final TMXProperties<TMXTileProperty> pTMXTileProperties) {
                    // do stuff with tiles that have properties...
            }
        });
        this.tiledMap = tmxLoader.loadFromAsset("tmx/bg.tmx");
          this.tiledMap.setIsometricDrawMethod(TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_CULLING_PADDING);
    } catch (final TMXLoadException e) {
            Debug.e(e);
    }
}

@Override
protected Scene onCreateScene() {
    //Setup scene with background color only
    Scene scene = new Scene();
    scene.setBackground(new Background(0.09804f, 0.6274f, 0));
    return scene;
}

    }

【问题讨论】:

    标签: map background andengine isometric tmx


    【解决方案1】:

    确保您拥有主要的TMXExtension,首先将回购拉下来(我认为是克隆)。然后使用我的repo url 添加遥控器。

    那你想把等距分支拉下来看看。

    学习git的好地方是here

    【讨论】:

      【解决方案2】:

      很遗憾,我只能向您展示我是如何使用 AndEngine GLES2 进行操作的。不过我不确定,这在 GLES1 版本中是否可行。但也许你可以试着告诉我们你的经历。

      首先从 Git 存储库下载 TMX Tilemap Extension:https://github.com/nicolasgramlich/AndEngineTMXTiledMapExtension

      second 将您的项目与 AndEngineTMXTiledMapExtension 项目链接(需要将其标记为库)

      当这两个项目被链接时,你实际上可以像这样使用扩展:

       import org.andengine.extension.tmx.TMXLayer;
       import org.andengine.extension.tmx.TMXLoader;
       import org.andengine.extension.tmx.TMXLoader.ITMXTilePropertiesListener;
       import org.andengine.extension.tmx.TMXProperties;
       import org.andengine.extension.tmx.TMXTile;
       import org.andengine.extension.tmx.TMXTileProperty;
       import org.andengine.extension.tmx.TMXTiledMap;
       import org.andengine.extension.tmx.util.constants.TMXIsometricConstants;
       import org.andengine.extension.tmx.util.exception.TMXLoadException;
      
      
       public class YourActivity extends SimpleBaseGameActivity {
           private TMXTiledMap tiledMap;
           private TMXLayer tmxLayer;
      
           @Override
           protected void onCreateResources() {
             try {
                 final TMXLoader tmxLoader = new TMXLoader(getAssets(), getTextureManager(), TextureOptions.NEAREST, getVertexBufferObjectManager(), new ITMXTilePropertiesListener() {
                  @Override
                  public void onTMXTileWithPropertiesCreated(final TMXTiledMap tmxTiledMap, final TMXLayer tmxLayer, final TMXTile tmxTile, final TMXProperties<TMXTileProperty> tmxTileProperties) {
                          // do stuff with tiles that have properties...
                  }
                 });
                 this.tiledMap = tmxLoader.loadFromAsset("tmx/yourMap.tmx");
                 this.tiledMap.setIsometricDrawMethod(TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_CULLING_PADDING);
             } catch (final TMXLoadException e) {
                  Debug.e(e);
             }
      
           }
      
           @Override
           protected Scene onCreateScene() {
                 this.tmxLayer = this.tiledMap.getTMXLayers().get(0);  // the 0 is just an index of the layer. It depends on how many layers you created within Tiled
                 attachChild(this.tmxLayer);
           }
      
       }
      

      当您添加等轴测图时,您可能会看到一些像素伪影(黑线,图块汇合的地方)——这是一个常见问题,可以在以下位置修复它: http://code.google.com/p/andenginetmxtiledmapartifactfixer/ 在这里,您可以找到一个 java 程序,您可以使用该程序加载地图文件,并生成可以在项目中使用的固定地图。在用法下查看您需要哪些参数。

      希望这有帮助:)

      克里斯多夫

      【讨论】:

      • 克里斯托夫,感谢您的回答。我只是要移植到 GLES2,无论如何我都需要移植,并且在尝试将 TMXextension 与 GLES1 链接时遇到问题。
      • GLES2 真的很好用。我希望你在移植时不会遇到太多麻烦。如果您在进行 TMX 的过程中遇到问题,请告诉我 - 我很乐意分享我的经验,即使不是 mouch ;)
      • Christoph,我已更改为 GLES2,将所有扩展加载为库项目并链接到我的项目。但是我在其中一些命令上遇到了错误。就像它说的“新 TMXLoader”已被弃用。然后它给了我关于 context.getAssets()、vertexBufferObjectManager 的错误。还有一些等距的东西。如果你能帮助我,那就太棒了。
      • 我稍微编辑了代码,希望现在更清楚。 getAssets() 和 `getVertexBufferObjectManager()` 方法是来自 Activity 的方法,因此您可能希望在 Activity 中使用此代码。但是您也可以在单独的场景中使用它(就像我那样。这就是它们不同的原因)。
      • 谢谢,我会试试看,然后告诉你进展如何!
      猜你喜欢
      • 2014-10-03
      • 2014-08-23
      • 2013-03-29
      • 2012-10-29
      • 2014-06-11
      • 2015-12-01
      • 2014-12-19
      • 1970-01-01
      • 1970-01-01
      相关资源
      最近更新 更多