Android游戏开发十日通(4)-行走,跳跃,碰撞检测

提要

经过前面的三篇文章,我们已经对libgdx有了一定的了解,并且搭建了一个简单的游戏场景,下面我们就继续在之前场景上添加更多的元素。
今天要实现的是精灵的行走、跳跃动画,还有碰撞检测。

行走

今天要实现的东西都是基于物理和数学的原理,首先我们来分析一下行走。
游戏中的动画都是帧动画,比如对Bob的行走一步的动画分解:


当这个序列连续播放的时候,就有了行走的效果。
之前已经有了移动的效果,所以只要在移动的时候循环播放动画就可以了。

现在需要的是决定帧的持续时间。
假设游戏渲染的是60FPS, 那么一帧的持续时间就是1/60s = 0.016 s。

对于一个成年人,每分钟大约走180步,那么每秒走的步数就是180/60 = 3,需要播放的帧为3×5 = 15.
那么每一帧持续时间就是1/15 = 0.066s.及66毫秒,即人物在运动的时候只要以66ms/帧对速度播放帧序列,就可以产生行走的效果了。


下面是代码实现。

首先是加载贴图。
和上一篇不同,这里用的是一次性加载贴图的方式,算是对游戏的一种优化。

需要和贴图textures.png一起添加到Android工程的asset/image/textures文件下的还有一个textures.pack文件,类似于一个xml,用于读取序列。


textures.png
format: RGBA8888
filter: Nearest,Nearest
repeat: none
block
  rotate: false
  xy: 1, 11
  size: 48, 48
  orig: 48, 48
  offset: 0, 0
  index: -1
bob-01
  rotate: false
  xy: 51, 31
  size: 24, 28
  orig: 24, 28
  offset: 0, 0
  index: -1
/*..omit..*/


接下来需要修改Bob类。
添加一个statetime成员用于记录Bob生存的时间,后面会用它来决定显示帧序列的哪一帧。
package com.me.testgdxgame.model;

import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;

public class Bob {

	public enum State {
		IDLE, WALKING, JUMPING, DYING
	}

	public static final float SPEED = 4f;	// unit per second
	static final float JUMP_VELOCITY = 1f;
	public static final float SIZE = 0.5f; // half a unit
	

	Vector2 	position = new Vector2();
	Vector2 	acceleration = new Vector2();
	Vector2 	velocity = new Vector2();
	Rectangle 	bounds = new Rectangle();
	State		state = State.IDLE;
	boolean		facingLeft = true;
	
	float		stateTime = 0;

	public Bob(Vector2 position) {
		this.position = position;
		this.bounds.height = SIZE;
		this.bounds.width = SIZE;
	}
	public boolean isFacingLeft() {
		return facingLeft;
	}
	public void setFacingLeft(boolean facingLeft) {
		this.facingLeft = facingLeft;
	}

	public Vector2 getPosition() {
		return position;
	}

	public Vector2 getAcceleration() {
		return acceleration;
	}

	public Vector2 getVelocity() {
		return velocity;
	}

	public Rectangle getBounds() {
		return bounds;
	}

	public State getState() {
		return state;
	}

	public void setState(State newState) {
		this.state = newState;
	}

	public float getStateTime() {
		return stateTime;
	}


	public void update(float delta) {
		stateTime += delta;
		position.add(velocity.cpy().mul(delta));
	}
}


在libgdx中用于处理这种序列图的工具类是TextureAtlas。
getKeyFrame用于获取动画中的关键帧。

修改WorldRender类。
package com.me.testgdxgame.view;


import com.me.testgdxgame.*;
import com.me.testgdxgame.model.Block;
import com.me.testgdxgame.model.Bob;
import com.me.testgdxgame.model.Bob.State;
import com.me.testgdxgame.model.World;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
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.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Rectangle;

public class WorldRenderer {

	private World world;
	private OrthographicCamera cam;

	private static final float RUNNING_FRAME_DURATION = 0.06f;
	
	private SpriteBatch spriteBatch;
	private boolean debug=false;
	private int width;
	private int height;
	private float ppuX; // pixels per unit on the X axis
	private float ppuY; // pixels per unit on the Y axis
	private static final float CAMERA_WIDTH = 10f;
	private static final float CAMERA_HEIGHT = 7f;

	/** Textures **/
	private TextureRegion bobIdleLeft;
	private TextureRegion bobIdleRight;
	private TextureRegion blockTexture;
	private TextureRegion bobFrame;
	
	/** Animations **/
	private Animation walkLeftAnimation;
	private Animation walkRightAnimation;

	/** for debug rendering **/
	ShapeRenderer debugRenderer = new ShapeRenderer();

	public WorldRenderer(World world) {
		this.world = world;
		this.cam = new OrthographicCamera(10, 7);
		this.cam.position.set(5, 3.5f, 0);
		this.cam.update();
		spriteBatch=new SpriteBatch();
		loadTextures();
	}
	public void setSize (int w, int h) {
		this.width = w;
		this.height = h;
		ppuX = (float)width / CAMERA_WIDTH;
		ppuY = (float)height / CAMERA_HEIGHT;
	}

	private void loadTextures() {
		
		TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("images/textures/textures.pack"));
		bobIdleLeft = atlas.findRegion("bob-01");
		bobIdleRight = new TextureRegion(bobIdleLeft);
		bobIdleRight.flip(true, false);
		blockTexture = atlas.findRegion("block");
		TextureRegion[] walkLeftFrames = new TextureRegion[5];
		for (int i = 0; i < 5; i++) {
			walkLeftFrames[i] = atlas.findRegion("bob-0" + (i + 2));
		}
		walkLeftAnimation = new Animation(RUNNING_FRAME_DURATION, walkLeftFrames);

		TextureRegion[] walkRightFrames = new TextureRegion[5];

		for (int i = 0; i < 5; i++) {
			walkRightFrames[i] = new TextureRegion(walkLeftFrames[i]);
			walkRightFrames[i].flip(true, false);
		}
		walkRightAnimation = new Animation(RUNNING_FRAME_DURATION, walkRightFrames);
	}


	public void render() {
		spriteBatch.begin();
		drawBlocks();
		drawBob();
		spriteBatch.end();
		if(debug) drawDebug();
	}

	private void  drawBlocks(){
		for (Block block : world.getBlocks()) {
			spriteBatch.draw(blockTexture, block.getPosition().x * ppuX, block.getPosition().y * ppuY, Block.SIZE * ppuX, Block.SIZE * ppuY);
		}
	}
	private void drawBob(){
		Bob bob = world.getBob();
	    bobFrame = bob.isFacingLeft() ? bobIdleLeft : bobIdleRight;
		//spriteBatch.draw(bobIdleLeft, bob.getPosition().x * ppuX, bob.getPosition().y * ppuY, Bob.SIZE * ppuX, Bob.SIZE * ppuY);
		if(bob.getState().equals(State.WALKING)){
			bobFrame = bob.isFacingLeft() ? walkLeftAnimation.getKeyFrame(bob.getStateTime(),true):walkRightAnimation.getKeyFrame(bob.getStateTime(),true);
		}
		spriteBatch.draw(bobFrame, bob.getPosition().x * ppuX, bob.getPosition().y * ppuY, Bob.SIZE * ppuX, Bob.SIZE * ppuY);
		
	}

	private void drawDebug(){
		// render blocks
		debugRenderer.setProjectionMatrix(cam.combined);
		debugRenderer.begin(ShapeType.Rectangle);
		for (Block block : world.getBlocks()) {
			Rectangle rect = block.getBounds();
			float x1 = block.getPosition().x + rect.x;
			float y1 = block.getPosition().y + rect.y;
			debugRenderer.setColor(new Color(1, 0, 0, 1));
			debugRenderer.rect(x1, y1, rect.width, rect.height);
		}
		// render Bob

		Bob bob = world.getBob();
		Rectangle rect = bob.getBounds();
		float x1 = bob.getPosition().x + rect.x;
		float y1 = bob.getPosition().y + rect.y;
		debugRenderer.setColor(new Color(0, 1, 0, 1));
		debugRenderer.rect(x1, y1, rect.width, rect.height);
		debugRenderer.end();
	}
}

跑一下mian.java,键盘左右键就可以控制小人跑了。



跳跃

首先来复习一下初中的牛顿三定律...

第一定律:倘物体处于静止状态,或呈等速直线运动,只要没外力作用,物体将保持静止状态,或呈等速直线运动之状态。这定律又称为惯性定律。
第二定律:物体的加速度,与所受的净外力成正比。加速度的方向与净外力的方向相同。即 ;其中,是加速度, 是净外力, 是质量。
第三定律:两个物体的相互作用力总是大小相等,方向相反,同时出现或消失。强版第三定律还额外要求两支作用力的方向都处于同一直线。

分析一下Bob的状态。



最初始的时候,Bob处于静止状态,受两个力,一个是重力,一个是地面的支持力,二力平衡。
上图左边是Bob处于起跳状态,此时Bob用力蹬地面,地面给的反作用力大于Bob受的重力,Bob离开地面,起跳。
上图右边是Bob处于空中的状态,只受重力影响。

要用到一个速度计算公式:
v=u+at
u为初速度,a为加速度,t为时间。

下面看具体的代码实现。只需要在WorldController中添加对应的按键事件处理就可以了。
添加一些静态变量作为世界的参数。修改inputProcess和update函数。
注意仔细分析跳跃处理的逻辑。

package com.me.testgdxgame.controller;

import java.util.HashMap;
import java.util.Map;

import com.me.testgdxgame.model.Bob;
import com.me.testgdxgame.model.Bob.State;
import com.me.testgdxgame.model.World;

public class WorldController {
	
	enum Keys{
		LEFT,RIGHT,JUMP,FIRE
	}
	private World world;
	private Bob bob;
	private long jumpPressedTime;
	private boolean jumpingPressed;
	
	static Map<Keys,Boolean> keys = new HashMap<WorldController.Keys,Boolean>();
	static {
		keys.put(Keys.LEFT, false);
		keys.put(Keys.RIGHT, false);
		keys.put(Keys.JUMP, false);
		keys.put(Keys.FIRE, false);
	};
	
	private static final long LONG_JUMP_PRESS = 150l;
	private static final float ACCELERATION = 20f;
	private static final float GRAVITY = -20f;
	private static final float MAX_JUMP_SPEED = 7f;
	private static final float DAMP = 0.8f;
	private static final float MAX_VEL = 4f;
	
	private static final float WIDTH =10f;
	
	public WorldController(World w){
		world=w;
		bob=world.getBob();
	}
	
	//Key presses and touches
	public void leftPressed(){
		keys.get(keys.put(Keys.LEFT, true));
	}
	public void rightPressed() {
		keys.get(keys.put(Keys.RIGHT, true));
	}

	public void jumpPressed() {
		keys.get(keys.put(Keys.JUMP, true));
		
	}

	public void firePressed() {
		keys.get(keys.put(Keys.FIRE, false));
		
	}

	public void leftReleased() {
		keys.get(keys.put(Keys.LEFT, false));
	}

	public void rightReleased() {
		keys.get(keys.put(Keys.RIGHT, false));
	}

	public void jumpReleased() {
		keys.get(keys.put(Keys.JUMP, false));
		jumpingPressed = false;
	}

	public void fireReleased() {
		keys.get(keys.put(Keys.FIRE, false));
	}
	
	public void update(float delta){
		processInput();
		
		bob.getAcceleration().y = GRAVITY;
		bob.getAcceleration().mul(delta);
		bob.getVelocity().add(bob.getAcceleration().x, bob.getAcceleration().y);
		if (bob.getAcceleration().x == 0) bob.getVelocity().x *= DAMP;
		if (bob.getVelocity().x > MAX_VEL) {
			bob.getVelocity().x = MAX_VEL;
		}
		if (bob.getVelocity().x < -MAX_VEL) {
			bob.getVelocity().x = -MAX_VEL;
		}
		
		bob.update(delta);
		
		//Set Bob's state to State.IDLE when Bob touch edge
		if (bob.getPosition().y < 0) {
			bob.getPosition().y = 0f;
			bob.setPosition(bob.getPosition());
			if (bob.getState().equals(State.JUMPING)) {
					bob.setState(State.IDLE);
			}
		}
		if (bob.getPosition().x < 0) {
			bob.getPosition().x = 0;
			bob.setPosition(bob.getPosition());
			if (!bob.getState().equals(State.JUMPING)) {
				bob.setState(State.IDLE);
			}
		}
		if (bob.getPosition().x > WIDTH - bob.getBounds().width ) {
			bob.getPosition().x = WIDTH - bob.getBounds().width;
			bob.setPosition(bob.getPosition());
			if (!bob.getState().equals(State.JUMPING)) {
				bob.setState(State.IDLE);
			}
		}
	}
	
	private boolean processInput(){
		if (keys.get(Keys.JUMP)) {
			if (!bob.getState().equals(State.JUMPING)) {
				jumpingPressed = true;
				jumpPressedTime = System.currentTimeMillis();
				bob.setState(State.JUMPING);
				bob.getVelocity().y = MAX_JUMP_SPEED; 
			} else {
				if (jumpingPressed && ((System.currentTimeMillis() - jumpPressedTime) >= LONG_JUMP_PRESS)) {
					jumpingPressed = false;
				} else {
					if (jumpingPressed) {
						bob.getVelocity().y = MAX_JUMP_SPEED;
					}
				}
			}
		}
		
		if(keys.get(Keys.LEFT)){
			bob.setFacingLeft(true);
			if(!bob.getState().equals(State.JUMPING)){
				bob.setState(State.WALKING);
			}	
			bob.getVelocity().x=-ACCELERATION;
		}else if (keys.get(Keys.RIGHT)) {
			// left is pressed
			bob.setFacingLeft(false);
			if(!bob.getState().equals(State.JUMPING)){
				bob.setState(State.WALKING);
			}	
			bob.getVelocity().x=ACCELERATION;
		}else {
			if(!bob.getState().equals(State.JUMPING)){
				bob.setState(State.IDLE);
			}	;
			// acceleration is 0 on the x
			bob.getAcceleration().x = 0;
		}
		return false;
	}
}

在WorldRender中还需要添加与跳跃对应的纹理还有修改drawBob函数。
加载纹理:

private void loadTextures() {
		
		TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("images/textures/textures.pack"));
		bobJumpLeft = atlas.findRegion("bob-up");
		bobJumpRight = new TextureRegion(bobJumpLeft);
		bobJumpRight.flip(true, false);
		bobFallLeft=atlas.findRegion("bob-down");
		bobFallRight = new TextureRegion(bobFallLeft);
		bobFallRight.flip(true, false);
		
		bobIdleLeft = atlas.findRegion("bob-01");
		bobIdleRight = new TextureRegion(bobIdleLeft);
		bobIdleRight.flip(true, false);
		blockTexture = atlas.findRegion("block");
		TextureRegion[] walkLeftFrames = new TextureRegion[5];
		for (int i = 0; i < 5; i++) {
			walkLeftFrames[i] = atlas.findRegion("bob-0" + (i + 2));
		}
		walkLeftAnimation = new Animation(RUNNING_FRAME_DURATION, walkLeftFrames);

		TextureRegion[] walkRightFrames = new TextureRegion[5];

		for (int i = 0; i < 5; i++) {
			walkRightFrames[i] = new TextureRegion(walkLeftFrames[i]);
			walkRightFrames[i].flip(true, false);
		}
		walkRightAnimation = new Animation(RUNNING_FRAME_DURATION, walkRightFrames);
	}


drawBob函数
private void drawBob(){
		Bob bob = world.getBob();
	    bobFrame = bob.isFacingLeft() ? bobIdleLeft : bobIdleRight;
	    if(bob.getState().equals(State.WALKING)) {
			bobFrame = bob.isFacingLeft() ? walkLeftAnimation.getKeyFrame(bob.getStateTime(), true) : walkRightAnimation.getKeyFrame(bob.getStateTime(), true);
		} else if (bob.getState().equals(State.JUMPING)) {
			if (bob.getVelocity().y > 0) {
				bobFrame = bob.isFacingLeft() ? bobJumpLeft : bobJumpRight;
			} else {
				bobFrame = bob.isFacingLeft() ? bobFallLeft : bobFallRight;
			}
		}
		spriteBatch.draw(bobFrame, bob.getPosition().x * ppuX, bob.getPosition().y * ppuY, Bob.SIZE * ppuX, Bob.SIZE * ppuY);
		
	}


运行一下:



碰撞检测

现在的demo是可以穿墙的-_-!,这里的碰撞检测指的是Bob与Blocks之间的碰撞,当Bob撞墙的时候,Bob需要停止前进跳跃或是落下。

最简单的方法就是每update一次就检测Bob与每一个Block是否相撞,当然效率会非常低。

仔细来分析一下:每次与Bob可能发生碰撞的Block只有Bob身边的8块砖,那么在每次Update的时候与检测是否与身边的砖块相碰就可以了。



还可以再简单么?
看下面的图片。



假设Bob正在向右行走,那么在可能与Bob产生碰撞的Block中,只有下面的那个。所以,根据Bob当前的状态进行碰撞检测可以高效地进行碰撞检测。

我们用一个二维数组来保存地形,用于碰撞检测。

首先我们创建一个level,就是关卡,用world来装载,而不是直接在world里面生成。
package com.me.testgdxgame.model;

import com.badlogic.gdx.math.Vector2;

public class Level {

	private int width;
	private int height;
	private Block[][] blocks;

	public int getWidth() {
		return width;
	}

	public void setWidth(int width) {
		this.width = width;
	}

	public int getHeight() {
		return height;
	}

	public void setHeight(int height) {
		this.height = height;
	}

	public Block[][] getBlocks() {
		return blocks;
	}

	public void setBlocks(Block[][] blocks) {
		this.blocks = blocks;
	}

	public Level() {
		loadDemoLevel();
	}
	
	public Block get(int x, int y) {
		return blocks[x][y];
	}

	private void loadDemoLevel() {
		width = 10;
		height = 7;
		blocks = new Block[width][height];
		for (int col = 0; col < width; col++) {
			for (int row = 0; row < height; row++) {
				blocks[col][row] = null;
			}
		}
		
		for (int col = 0; col < 10; col++) {
			blocks[col][0] = new Block(new Vector2(col, 0));
			blocks[col][6] = new Block(new Vector2(col, 6));
			if (col > 2) {
				blocks[col][1] = new Block(new Vector2(col, 1));
			}
		}
		blocks[9][2] = new Block(new Vector2(9, 2));
		blocks[9][3] = new Block(new Vector2(9, 3));
		blocks[9][4] = new Block(new Vector2(9, 4));
		blocks[9][5] = new Block(new Vector2(9, 5));

		blocks[6][3] = new Block(new Vector2(6, 3));
		blocks[6][4] = new Block(new Vector2(6, 4));
		blocks[6][5] = new Block(new Vector2(6, 5));
	}
}

World类做对应的修改:
package com.me.testgdxgame.model;

import java.util.ArrayList;
import java.util.List;

import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;

public class World {

	/** Our player controlled hero **/
	Bob bob;
	/** A world has a level through which Bob needs to go through **/
	Level level;
	
	/** The collision boxes **/
	Array<Rectangle> collisionRects = new Array<Rectangle>();

	// Getters -----------
	
	public Array<Rectangle> getCollisionRects() {
		return collisionRects;
	}
	public Bob getBob() {
		return bob;
	}
	public Level getLevel() {
		return level;
	}
	/** Return only the blocks that need to be drawn **/
	public List<Block> getDrawableBlocks(int width, int height) {
		int x = (int)bob.getPosition().x - width;
		int y = (int)bob.getPosition().y - height;
		if (x < 0) {
			x = 0;
		}
		if (y < 0) {
			y = 0;
		}
		int x2 = x + 2 * width;
		int y2 = y + 2 * height;
		if (x2 > level.getWidth()) {
			x2 = level.getWidth() - 1;
		}
		if (y2 > level.getHeight()) {
			y2 = level.getHeight() - 1;
		}
		
		List<Block> blocks = new ArrayList<Block>();
		Block block;
		for (int col = x; col <= x2; col++) {
			for (int row = y; row <= y2; row++) {
				block = level.getBlocks()[col][row];
				if (block != null) {
					blocks.add(block);
				}
			}
		}
		return blocks;
	}

	// --------------------
	public World() {
		createDemoWorld();
	}

	private void createDemoWorld() {
		bob = new Bob(new Vector2(7, 2));
		level = new Level();
	}
}


然后在WorldController中添加一个checkCollisionWithBlocks函数,函数里面首先检测X方向是否有碰撞,再检测Y方向是否有碰撞。
在update函数中,每运行一次就进行一次检测。
完整的WorldController类如下:
package com.me.testgdxgame.controller;

import java.util.HashMap;
import java.util.Map;

import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pool;
import com.me.testgdxgame.model.Block;
import com.me.testgdxgame.model.Bob;
import com.me.testgdxgame.model.Bob.State;
import com.me.testgdxgame.model.World;


public class WorldController {

	enum Keys {
		LEFT, RIGHT, JUMP, FIRE
	}

	private static final long LONG_JUMP_PRESS 	= 150l;
	private static final float ACCELERATION 	= 20f;
	private static final float GRAVITY 			= -20f;
	private static final float MAX_JUMP_SPEED	= 7f;
	private static final float DAMP 			= 0.90f;
	private static final float MAX_VEL 			= 4f;
	
	private World 	world;
	private Bob 	bob;
	private long	jumpPressedTime;
	private boolean jumpingPressed;
	private boolean grounded = false;

	// This is the rectangle pool used in collision detection
	// Good to avoid instantiation each frame
	private Pool<Rectangle> rectPool = new Pool<Rectangle>() {
		@Override
		protected Rectangle newObject() {
			return new Rectangle();
		}
	};
	
	static Map<Keys, Boolean> keys = new HashMap<WorldController.Keys, Boolean>();
	static {
		keys.put(Keys.LEFT, false);
		keys.put(Keys.RIGHT, false);
		keys.put(Keys.JUMP, false);
		keys.put(Keys.FIRE, false);
	};

	// Blocks that Bob can collide with any given frame
	private Array<Block> collidable = new Array<Block>();
	
	public WorldController(World world) {
		this.world = world;
		this.bob = world.getBob();
	}

	// ** Key presses and touches **************** //
	
	public void leftPressed() {
		keys.get(keys.put(Keys.LEFT, true));
	}
	
	public void rightPressed() {
		keys.get(keys.put(Keys.RIGHT, true));
	}
	
	public void jumpPressed() {
		keys.get(keys.put(Keys.JUMP, true));
	}
	
	public void firePressed() {
		keys.get(keys.put(Keys.FIRE, false));
	}
	
	public void leftReleased() {
		keys.get(keys.put(Keys.LEFT, false));
	}
	
	public void rightReleased() {
		keys.get(keys.put(Keys.RIGHT, false));
	}
	
	public void jumpReleased() {
		keys.get(keys.put(Keys.JUMP, false));
		jumpingPressed = false;
	}
	
	public void fireReleased() {
		keys.get(keys.put(Keys.FIRE, false));
	}
	
	/** The main update method **/
	public void update(float delta) {
		// Processing the input - setting the states of Bob
		processInput();
		
		// If Bob is grounded then reset the state to IDLE 
		if (grounded && bob.getState().equals(State.JUMPING)) {
			bob.setState(State.IDLE);
		}
		
		// Setting initial vertical acceleration 
		bob.getAcceleration().y = GRAVITY;
		
		// Convert acceleration to frame time
		bob.getAcceleration().mul(delta);
		
		// apply acceleration to change velocity
		bob.getVelocity().add(bob.getAcceleration().x, bob.getAcceleration().y);

		// checking collisions with the surrounding blocks depending on Bob's velocity
		checkCollisionWithBlocks(delta);

		// apply damping to halt Bob nicely 
		bob.getVelocity().x *= DAMP;
		
		// ensure terminal velocity is not exceeded
		if (bob.getVelocity().x > MAX_VEL) {
			bob.getVelocity().x = MAX_VEL;
		}
		if (bob.getVelocity().x < -MAX_VEL) {
			bob.getVelocity().x = -MAX_VEL;
		}
		
		// simply updates the state time
		bob.update(delta);

	}

	/** Collision checking **/
	private void checkCollisionWithBlocks(float delta) {
		// scale velocity to frame units 
		bob.getVelocity().mul(delta);
		
		// Obtain the rectangle from the pool instead of instantiating it
		Rectangle bobRect = rectPool.obtain();
		// set the rectangle to bob's bounding box
		bobRect.set(bob.getBounds().x, bob.getBounds().y, bob.getBounds().width, bob.getBounds().height);
		
		// we first check the movement on the horizontal X axis
		int startX, endX;
		int startY = (int) bob.getBounds().y;
		int endY = (int) (bob.getBounds().y + bob.getBounds().height);
		// if Bob is heading left then we check if he collides with the block on his left
		// we check the block on his right otherwise
		if (bob.getVelocity().x < 0) {
			startX = endX = (int) Math.floor(bob.getBounds().x + bob.getVelocity().x);
		} else {
			startX = endX = (int) Math.floor(bob.getBounds().x + bob.getBounds().width + bob.getVelocity().x);
		}

		// get the block(s) bob can collide with
		populateCollidableBlocks(startX, startY, endX, endY);

		// simulate bob's movement on the X
		bobRect.x += bob.getVelocity().x;
		
		// clear collision boxes in world
		world.getCollisionRects().clear();
		
		// if bob collides, make his horizontal velocity 0
		for (Block block : collidable) {
			if (block == null) continue;
			if (bobRect.overlaps(block.getBounds())) {
				bob.getVelocity().x = 0;
				world.getCollisionRects().add(block.getBounds());
				break;
			}
		}

		// reset the x position of the collision box
		bobRect.x = bob.getPosition().x;
		
		// the same thing but on the vertical Y axis
		startX = (int) bob.getBounds().x;
		endX = (int) (bob.getBounds().x + bob.getBounds().width);
		if (bob.getVelocity().y < 0) {
			startY = endY = (int) Math.floor(bob.getBounds().y + bob.getVelocity().y);
		} else {
			startY = endY = (int) Math.floor(bob.getBounds().y + bob.getBounds().height + bob.getVelocity().y);
		}
		
		populateCollidableBlocks(startX, startY, endX, endY);
		
		bobRect.y += bob.getVelocity().y;
		
		for (Block block : collidable) {
			if (block == null) continue;
			if (bobRect.overlaps(block.getBounds())) {
				if (bob.getVelocity().y < 0) {
					grounded = true;
				}
				bob.getVelocity().y = 0;
				world.getCollisionRects().add(block.getBounds());
				break;
			}
		}
		// reset the collision box's position on Y
		bobRect.y = bob.getPosition().y;
		
		// update Bob's position
		bob.getPosition().add(bob.getVelocity());
		bob.getBounds().x = bob.getPosition().x;
		bob.getBounds().y = bob.getPosition().y;
		
		// un-scale velocity (not in frame time)
		bob.getVelocity().mul(1 / delta);
		
	}

	/** populate the collidable array with the blocks found in the enclosing coordinates **/
	private void populateCollidableBlocks(int startX, int startY, int endX, int endY) {
		collidable.clear();
		for (int x = startX; x <= endX; x++) {
			for (int y = startY; y <= endY; y++) {
				if (x >= 0 && x < world.getLevel().getWidth() && y >=0 && y < world.getLevel().getHeight()) {
					collidable.add(world.getLevel().get(x, y));
				}
			}
		}
	}

	/** Change Bob's state and parameters based on input controls **/
	private boolean processInput() {
		if (keys.get(Keys.JUMP)) {
			if (!bob.getState().equals(State.JUMPING)) {
				jumpingPressed = true;
				jumpPressedTime = System.currentTimeMillis();
				bob.setState(State.JUMPING);
				bob.getVelocity().y = MAX_JUMP_SPEED; 
				grounded = false;
			} else {
				if (jumpingPressed && ((System.currentTimeMillis() - jumpPressedTime) >= LONG_JUMP_PRESS)) {
					jumpingPressed = false;
				} else {
					if (jumpingPressed) {
						bob.getVelocity().y = MAX_JUMP_SPEED;
					}
				}
			}
		}
		if (keys.get(Keys.LEFT)) {
			// left is pressed
			bob.setFacingLeft(true);
			if (!bob.getState().equals(State.JUMPING)) {
				bob.setState(State.WALKING);
			}
			bob.getAcceleration().x = -ACCELERATION;
		} else if (keys.get(Keys.RIGHT)) {
			// left is pressed
			bob.setFacingLeft(false);
			if (!bob.getState().equals(State.JUMPING)) {
				bob.setState(State.WALKING);
			}
			bob.getAcceleration().x = ACCELERATION;
		} else {
			if (!bob.getState().equals(State.JUMPING)) {
				bob.setState(State.IDLE);
			}
			bob.getAcceleration().x = 0;
			
		}
		return false;
	}

}

运行截图:



总结

这篇blog的内容有点多,需要多花时间去体会。
特别是碰撞检测,思路一定要缕清晰。

这个游戏也暂时告一段落了,主要原因是国外的那位大牛也没有更新此系列的文章了...
当然,游戏还在继续。


参考:Getting Started in Android Game Development with libgdx-http://obviam.net/


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