libgdx [TiledMap]

MyGdxGame.java

package com.mygdx.game;

import com.badlogic.gdx.Application;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.maps.MapLayer;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.MapProperties;
import com.badlogic.gdx.maps.objects.EllipseMapObject;
import com.badlogic.gdx.maps.objects.PolygonMapObject;
import com.badlogic.gdx.maps.objects.RectangleMapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapRenderer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.objects.TiledMapTileMapObject;
import com.badlogic.gdx.maps.tiled.renderers.IsometricTiledMapRenderer;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
import com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile;
import com.badlogic.gdx.math.Ellipse;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Polygon;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.Viewport;

public class MyGdxGame extends ApplicationAdapter {
    private static final float VIRTUAL_WIDTH = 500.0f;
    private static final float VIRTUAL_HEIGHT = 320.0f;

    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("data/maps/tiled/tiles.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(Input.Keys.LEFT) || (Gdx.input.isTouched() && mouseX < width * 0.25f)) {
            direction.x = -50;
        }
        else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT) || (Gdx.input.isTouched() && mouseX > width * 0.75f)) {
            direction.x = 50;
        }

        if (Gdx.input.isKeyPressed(Input.Keys.UP) || (Gdx.input.isTouched() && mouseY < height * 0.25f)) {
            direction.y = 5;
        }
        else if (Gdx.input.isKeyPressed(Input.Keys.DOWN) || (Gdx.input.isTouched() && mouseY > height * 0.75f)) {
            direction.y = -5;
        }

        Gdx.app.log("tiledmapobjects", "1 direction.x:"+direction.x);

        //direction.nor().scl(CAMERA_SPEED * Gdx.graphics.getDeltaTime());;

        Gdx.app.log("tiledmapobjects", "2 direction.x:"+direction.x);

        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();
    }
}

效果图:
这里写图片描述

tiles.png:
这里写图片描述
1.png:
这里写图片描述
TMX文件:

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="45" height="10" tilewidth="32" tileheight="32">
 <tileset firstgid="1" name="tukuai1" tilewidth="32" tileheight="32" spacing="1" margin="1">
  <image source="tiles.png" width="512" height="256"/>
 </tileset>
 <layer name="块层 1" width="45" height="10">
  <data encoding="csv">
6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,8,
21,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,23,
21,22,51,51,51,81,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,81,51,51,51,22,23,
21,22,51,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,51,22,23,
21,22,51,22,46,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,48,22,51,22,23,
21,22,51,22,76,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,77,78,22,51,22,23,
21,22,51,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,51,22,23,
21,22,51,51,51,81,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,51,51,51,51,51,51,51,51,51,51,51,51,51,81,81,81,51,51,51,22,23,
21,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,23,
36,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,37,38
</data>
 </layer>
 <imagelayer name="图像图层 1" x="224" y="192">
  <image source="1.png"/>
 </imagelayer>
 <objectgroup name="对象层 1">
  <object gid="52" x="384" y="96"/>
  <object gid="52" x="384" y="256"/>
  <object gid="52" x="0" y="320"/>
  <object gid="52" x="0" y="32"/>
  <object gid="52" x="1408" y="32"/>
  <object gid="52" x="1408" y="320"/>
 </objectgroup>
</map>
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