http://pimentoso.blogspot.com/2013/01/meter-and-pixel-units-in-box2d-game.html

需翻墙

——————————————————————————————————————————————————————————————————

Meter and pixel units in a box2d game - LibGDX

I often see posts on the LibGDX forum from users confused about converting game units to pixel units, while coding box2d+scene2d games. I'm writing this short article to present my approach on this matter, which actually doesn't involve any unit conversion. It's all done by different cameras with different viewports.

As you know, box2d wants its bodies sized in meters. "But hey my character is 200 pixels big, I'll make it 200 meters and use a 1:1 conversion" you can't. The box2d manual says that the physics simulation starts to go freaky with dynamic bodies bigger than a truck. So stick with real-size dimensions.

The key is to have 2 different stages with different viewports. In the following example I'll use a stage to represent the box2d world, which will be the "game stage" and will have a viewport of about 3x6 meters; then I'll use another stage on top of the other one, aka "GUI stage", which will be used to render the GUI and will have a viewport of 1024x600 pixels. This way you get a meter-sized game with pixel-exact GUI.

Game Screen - this class is our main game screen. It contains the GUI stage.

 public class GameScreen implements Screen {  

     // this is actually my tablet resolution in landscape mode. I'm using it for making the GUI pixel-exact.
public static float SCREEN_WIDTH = 1024;
public static float SCREEN_HEIGHT = 600; private GameWorld world; // contains the game world's bodies and actors.
private GameRenderer renderer; // our custom game renderer.
private Stage stage; // stage that holds the GUI. Pixel-exact size.
private OrthographicCamera guiCam; // camera for the GUI. It's the stage default camera. @Override
public final void show() { this.stage = new Stage(); // create the GUI stage
this.stage.setViewport(SCREEN_WIDTH, SCREEN_HEIGHT, false); // set the GUI stage viewport to the pixel size world = new GameWorld();
renderer = new GameRenderer(world); // add GUI actors to stage, labels, meters, buttons etc.
Label labelStatus = new Label("TOUCH TO START", Assets.skin);
labelStatus.setPosition(GenericScreen.SCREEN_WIDTH/2-500, GenericScreen.SCREEN_HEIGHT/2);
labelStatus.setWidth(1000);
labelStatus.setAlignment(Align.center);
labelStatus.setFontScale(2);
stage.addActor(labelStatus);
// add other GUI elements here
} @Override
public void render(float delta) { guiCam = (OrthographicCamera) stage.getCamera();
guiCam.position.set(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
guiCam.update(); world.update(delta); // update the box2d world
stage.act(delta); // update GUI renderer.render(); // draw the box2d world
stage.draw(); // draw the GUI
}
}

Game World - our container for the box2d world and other game elements. It also contains the game stage.

 public class GameWorld {  

     // here we set up the actual viewport size of the game in meters.
public static float UNIT_WIDTH = GameScreen.SCREEN_WIDTH/160; // 6.4 meters width
public static float UNIT_HEIGHT = GameScreen.SCREEN_HEIGHT/160; // 3.75 meters height public static final Vector2 GRAVITY = new Vector2(0, -9.8f); public final Stage stage; // stage containing game actors (not GUI, but actual game elements)
public World box2dWorld; // box2d world
public Bob bob; // our playing character public GameWorld() { box2dWorld = new World(GRAVITY, true);
stage = new Stage(); // create the game stage
stage.setViewport(UNIT_WIDTH, UNIT_HEIGHT, false); // set the game stage viewport to the meters size createWorld();
} private void createWorld() { // create box2d bodies and the respective actors here.
bob = new Bob(this);
stage.addActor(bob);
// add more game elements here
} public void update(float delta) { // perform game logic here
box2dWorld.step(delta, 3, 3); // update box2d world
stage.act(delta); // update game stage
}
}

Bob - our character. It extends Image which is a subclass of Actor, and contains a reference to the box2d body (in this case a circle). Its texture is resized to the game meter units, but it will be rendered using the game stage camera, so even if the texture is scaled to 0.8x0.8, it will be quite big since the viewport is 6x3 meters.

 public class Bob extends Image {  

     public static final float RADIUS = 0.4f; // bob is a ball with 0.8m diameter
public final Body body; // bob's box2d body public Bob(GameWorld world) { // bob is an Image, so we load the graphics from the assetmanager
Texture tex = Assets.manager.get("characters.png", Texture.class);
this.setDrawable(new TextureRegionDrawable(new TextureRegion(tex, 0, 256, 128, 128))); // generate bob's box2d body
CircleShape circle = new CircleShape();
circle.setRadius(RADIUS); BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.x = 2f;
bodyDef.position.y = 2f;
bodyDef.linearDamping = 0.1f;
bodyDef.angularDamping = 0.5f; this.body = world.box2dWorld.createBody(bodyDef);
this.body.setUserData(ElementType.BOB); Fixture fix = body.createFixture(circle, 50);
fix.setDensity(1);
fix.setFriction(1f);
fix.setRestitution(0.8f);
fix.setFilterData(filter); circle.dispose(); // generate bob's actor
this.setPosition(body.getPosition().x-RADIUS, body.getPosition().y-RADIUS); // set the actor position at the box2d body position
this.setSize(RADIUS*2, RADIUS*2); // scale actor to body's size
this.setScaling(Scaling.stretch); // stretch the texture
this.setAlign(Align.center);
} @Override
public void act(float delta) {
// here we override Actor's act() method to make the actor follow the box2d body
super.act(delta);
setOrigin(RADIUS, RADIUS);
setRotation(MathUtils.radiansToDegrees * body.getAngle());
setPosition(body.getPosition().x-RADIUS, body.getPosition().y-RADIUS);
}
}

Game Renderer - a custom renderer used to draw the game world. It just positions the camera each frame and draws the game stage. Very simple.

 public class GameRenderer
{
GameWorld world;
OrthographicCamera camera;
Box2DDebugRenderer renderer; public GameRenderer(GameWorld world)
{
this.world = world;
this.renderer = new Box2DDebugRenderer(); // we obtain a reference to the game stage camera. The camera is scaled to box2d meter units
this.camera = (OrthographicCamera) world.stage.getCamera(); // center the camera on bob (optional)
camera.position.x = world.bob.body.getPosition().x;
camera.position.y = world.bob.body.getPosition().y;
} public void render()
{
// have the camera follow bob
camera.position.x = world.bob.body.getPosition().x;
camera.position.y = world.bob.body.getPosition().y; Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // box2d debug renderering (optional)
camera.update();
renderer.render(world.box2dWorld, camera.combined); // game stage rendering
world.stage.draw();
}
}

Meter and pixel units in a box2d game - LibGDX的更多相关文章

  1. poi导出excel

    Java使用poi组件导出excel报表,能导出excel报表的还可以使用jxl组件,但jxl想对于poi功能有限,jxl应该不能载excel插入浮动层图片,poi能很好的实现输出excel各种功能, ...

  2. 导出(Excel格式)

    poi导出,需要的poi jar包: 步骤一.两个工具类: 1.ExcelUtil.java package util; import java.awt.Color; import java.io.F ...

  3. C# 水印透明度图片

    /// <summary> /// 在一张图片的指定位置处加入一张具有水印效果的图片 /// </summary> /// <param name="Sourc ...

  4. 创建支持多种屏幕尺寸的Android应用

    Android涉及各种各样的支持不同屏幕尺寸和密度的设备.对于应用程序,Android系统通过设备和句柄提供了统一的开发环境,大部分工作是校正每一个应用程序的用户界面到它显示的屏上.与此同时,系统提供 ...

  5. 2dtoolkit获取sprite像素大小的方法

    获取sprite像素的方法 Vector2 GetPixelSize(tk2dSpriteDefinition def){ ].x; ].y; // Calculate dimensions in p ...

  6. StereoBM::disp12MaxDiff Crash the Release

    Initializing "cv::StereoBM bm.state->disp12MaxDiff" should be careful, inappropriate va ...

  7. Android用户界面布局(layouts)

    Android用户界面布局(layouts) 备注:view理解为视图 一个布局定义了用户界面的可视结构,比如activity的UI或是APP widget的UI,我们可以用下面两种方式来声明布局: ...

  8. Html代码Font-Size中px与pt的区别

    一个是设备坐标,一个是逻辑坐标,两者是不同的. px是个相对单位,一般像素的参考值为:在一个像素密度是90 pdi的显示器上,正常人从距离显示器28英寸处看一个像素的视角应该不小于0.0227度. 1 ...

  9. Google Map 自定义 infowindow

    最近做的东西用到了infowindow,不过google提供的样式太难看了,于是想改变一下样式.看了一下好像infowindow的样式不太好改. 查了半天资料,看到一个infobox,感觉真的挺好用. ...

随机推荐

  1. eslint 错误

    是因为你使用了eslint,这个是eslint的规范报错,能不用分号就不用分号. 去掉封号就醒了. 另外,方法的()前面也要有空格,不然页报错: indentifier is not in a cam ...

  2. 转:mac 设置root 密码

    终端中输:sudo passwd rootpasswd root是修改root的命令,unix下sudo是以当前用户的身份执行root的命令,以避免输入root的密码但是sudo依赖于配置文件/etc ...

  3. Maven中的SNAPSHOT版本和正式版本理解

    Maven中建立的依赖管理方式基本已成为Java语言依赖管理的事实标准,Maven的替代者Gradle也基本沿用了Maven的依赖管理机制.在Maven依赖管理中,唯一标识一个依赖项是由该依赖项的三个 ...

  4. 新闻焦点切换flash应用

    pixviewer.zip <!-- pixviewer.swf使用--> <script language="javascript" type="te ...

  5. web页面内容优化管理与性能技巧

    来源:GBin1.com 回 想一下,以前我们不得不花费大量时间去优化页面内容(图片.CSS等等),如今用户有更快速的互联网链接,我们似乎能够使用更大的图像或更大的闪 存文件,里面包含的有视频或者图片 ...

  6. Gstreamer学习

    Gstreamer学习笔记----Gstreamer架构设计思想 http://blog.csdn.net/tx3344/article/details/7497434 Gstreamer到底是个啥? ...

  7. vue - .babelrc

    描述:bable-es2015以及babel本身组件在新版本要求的外部配置文件. { "presets": [ ["env", { "modules& ...

  8. ant font 本地化

    要解决的问题1.antd默认iconfont指向的是阿里在公网CDN上部署的url 2.项目需要在本地进行部署,使用的是本地文件的访问方式,希望能内网/离线使用 在ant-design-pro中的配置 ...

  9. 解决grep的结果无法显示文件名的问题

    有时候想在代码中执行某个关键词,会用下面的语句: find . -type f -name "*.java" | xargs grep -n "<keyword&g ...

  10. VBA验证工作表是否存在

    使用VBA验证工作表是否存在 ============================================================= 代码区域 ================== ...