List of usage examples for com.badlogic.gdx.maps.tiled TiledMapTileLayer getObjects
public MapObjects getObjects()
From source file:com.barconr.games.marblegame.Physics2D.java
License:Apache License
public void createFixtures(TiledMap tiledmap) { int layerHeight = 0, layerWidth = 0; float tileWidth = 0, tileHeight = 0; ballsListener = new BallContactListener(); // Load the Tiled map layer and store some relevant variables TiledMapTileLayer tilelayer = (TiledMapTileLayer) (tiledmap.getLayers().get(0)); layerHeight = tilelayer.getHeight(); layerWidth = tilelayer.getWidth();/* w w w.j av a 2 s . c o m*/ maze = new Maze(layerWidth, layerHeight); tileHeight = tilelayer.getTileHeight(); tileWidth = tilelayer.getTileWidth(); System.out.println("Layer height (tiles) = " + layerHeight + " Layer width (tiles) = " + layerWidth + " Tile height = " + tileHeight + "tile width = " + tileWidth); System.out.println("Tile count = " + tilelayer.getObjects().getCount()); System.out.println("layer height pixels = " + (layerHeight * tileHeight) + "LAYER WIDTH PIXELS : " + (layerWidth * tileWidth)); //Create the box2d world world = new World(new Vector2(0, -9), true); world.setContactListener(ballsListener); // Loop through the grid reference for (int y_pos = 0; y_pos < layerHeight; y_pos++) { for (int x_pos = 0; x_pos < layerWidth; x_pos++) { boolean impassibleBlock = tilelayer.getCell(x_pos, layerHeight - y_pos - 1).getTile() .getProperties().containsKey("block"); // If the tile square contains the reference "start" // Store this as the start position if (tilelayer.getCell(x_pos, layerHeight - y_pos - 1).getTile().getProperties() .containsKey("start")) { if (startPosition == null) { System.out.println("x:" + x_pos * tileWidth + " y:" + y_pos * tileHeight); startPosition = new Vector2(x_pos * tileWidth * Assets.METERS_PER_PIXEL, (50 - y_pos) * tileHeight * Assets.METERS_PER_PIXEL); } } //Create a fixture for the end position if (tilelayer.getCell(x_pos, layerHeight - y_pos - 1).getTile().getProperties() .containsKey("end")) { //Draw box for fixture that is impassible PolygonShape squareShape = new PolygonShape(); BodyDef squareBodyDef = new BodyDef(); squareBodyDef.type = BodyType.StaticBody; //Static body which won't move //Box position squareBodyDef.position.set(new Vector2((x_pos * Assets.METERS_PER_PIXEL * tileWidth), (layerHeight - y_pos - 1) * Assets.METERS_PER_PIXEL * tileHeight)); //Correction for fact Box2Ds squares are half width/height from center point squareBodyDef.position.add(tileWidth / 2 * Assets.METERS_PER_PIXEL, tileHeight / 2 * Assets.METERS_PER_PIXEL); Body squareBody = world.createBody(squareBodyDef); squareShape.setAsBox(tileWidth / 2 * Assets.METERS_PER_PIXEL, tileHeight / 2 * Assets.METERS_PER_PIXEL); FixtureDef fixDefSquare = new FixtureDef(); fixDefSquare.shape = squareShape; fixDefSquare.isSensor = true; fixDefSquare.density = 0.1f; fixDefSquare.restitution = 0.3f; Fixture endFix = squareBody.createFixture(fixDefSquare); endFix.setSensor(true); endFix.setUserData("exit"); } if (impassibleBlock) { //Draw box for fixture that blocks maze.setMazeUnit(new MazeUnit("block"), x_pos, y_pos); //System.out.print("@"); // Draw ascii map in stdout } else { maze.setMazeUnit(new MazeUnit("passage"), x_pos, y_pos); } } //System.out.println(); } // The players ball playerBallBodyDef = new BodyDef(); playerBallBodyDef.type = BodyType.DynamicBody; if (startPosition == null) { playerBallBodyDef.position.set(3f, 3f); } else { playerBallBodyDef.position.set(startPosition.x, startPosition.y); } playerBallBodyDef.allowSleep = false; ballCircleBody = world.createBody(playerBallBodyDef); dynamicCircle = new CircleShape(); dynamicCircle.setRadius(8 / Assets.PIXELS_PER_METER); FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = dynamicCircle; ballFixtureDef.density = 0.1f; ballFixtureDef.friction = 1f; //ballFixtureDef. ballFixtureDef.restitution = 0.5f; //ballCircleBody.setUserData("ball"); Fixture fx = ballCircleBody.createFixture(ballFixtureDef); fx.setUserData("ball"); maze.removeExtraBoxes(); /* PolygonShape squareShape = new PolygonShape(); */ for (int i = 0; i < maze.width; i++) { for (int j = 0; j < maze.height; j++) { if (maze.mazeUnits[j][i].getType().equals("block")) { BodyDef squareBodyDef = new BodyDef(); PolygonShape squareShape = new PolygonShape(); squareBodyDef.type = BodyType.StaticBody; //Static body which won't move //Box position squareBodyDef.position.set(new Vector2((j * Assets.METERS_PER_PIXEL * tileWidth), (layerHeight - i - 1) * Assets.METERS_PER_PIXEL * tileHeight)); //Correction for fact Box2Ds squares are half width/height from center point squareBodyDef.position.add(tileWidth / 2 * Assets.METERS_PER_PIXEL, tileHeight / 2 * Assets.METERS_PER_PIXEL); Body squareBody = world.createBody(squareBodyDef); //Size of box squareShape.setAsBox(tileWidth / 2 * Assets.METERS_PER_PIXEL, tileHeight / 2 * Assets.METERS_PER_PIXEL); FixtureDef fixDefSquare = new FixtureDef(); fixDefSquare.shape = squareShape; fixDefSquare.density = 0.1f; fixDefSquare.restitution = 0.3f; squareBody.createFixture(fixDefSquare); } } } }
From source file:com.prisonbreak.game.MapControlRenderer.java
@Override public void render() { if (state == STATE.ONGOING) { player.update();/*from www.j a v a 2 s. co m*/ moveCamera(); // check if Player is detected by the Guards for (Guard guard : guards) { if (guard instanceof PatrolGuard) { ((PatrolGuard) guard).update(); } if (guard.detectPlayer()) { // Gdx.app.log("Game over", ""); loseGame(); break; } } // search for the door in contact for (Object o : doorObjects) { RectangleMapObject r = null; if (o instanceof RectangleMapObject) { r = (RectangleMapObject) o; } if (r != null && r.getRectangle().overlaps(player.getSprite().getBoundingRectangle())) { currentDoor = r; break; } } // the door "disappears" when Player steps in // and "showed" again when Player steps out if (currentDoor != null) { int x = currentDoor.getProperties().get("lowerLeftX", Integer.class); int y = currentDoor.getProperties().get("lowerLeftY", Integer.class); String name = currentDoor.getProperties().get("tileLayerName", String.class); TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(name); // if the door has not been hidden, and Player steps in -> hide the door if (!currentDoor.getProperties().get("locked", Boolean.class) && !doorHidden && currentDoor.getRectangle().overlaps(player.getSprite().getBoundingRectangle())) { // extract the tiles tile1 = layer.getCell(x, y).getTile(); // lower left tile2 = layer.getCell(x + 1, y).getTile(); // lower right tile3 = layer.getCell(x, y + 1).getTile(); // upper left tile4 = layer.getCell(x + 1, y + 1).getTile(); // upper right // "hide" the door when Player steps in layer.getCell(x, y).setTile(null); layer.getCell(x + 1, y).setTile(null); layer.getCell(x, y + 1).setTile(null); layer.getCell(x + 1, y + 1).setTile(null); doorHidden = true; // set the flag } // if the door is currently hidden, and Player steps out -> show it if (!currentDoor.getProperties().get("locked", Boolean.class) && doorHidden && !currentDoor.getRectangle().overlaps(player.getSprite().getBoundingRectangle())) { // "show" the door when Player steps out layer.getCell(x, y).setTile(tile1); layer.getCell(x + 1, y).setTile(tile2); layer.getCell(x, y + 1).setTile(tile3); layer.getCell(x + 1, y + 1).setTile(tile4); doorHidden = false; } } // update winning state if (winGame()) state = STATE.WIN; } shapeRenderer.setProjectionMatrix(camera.combined); beginRender(); int currentLayer = 0; for (MapLayer layer : map.getLayers()) { if (layer.isVisible()) { // tile layer if (layer instanceof TiledMapTileLayer) { renderTileLayer((TiledMapTileLayer) layer); ++currentLayer; // layer to draw characters and guards if (currentLayer == drawSpritesAfterLayer) { // draw player player.getSprite().draw(this.getBatch()); // draw all the guards for (Guard guard : guards) { guard.getSprite().draw(this.getBatch()); } } // layer to draw guard's detection area // note: even though detection area is RECTANGLE // , draw a POLYGON instead (POLYGON still inside the RECTANGLE) if (currentLayer == drawDetectionAreaAfterLayer) { for (Guard guard : guards) { endRender(); // first, determine the four vertices float nearLeftX, nearLeftY, nearRightX, nearRightY, // "nearer" points in Guard's POV farLeftX, farLeftY, farRightX, farRightY; // "further" points in Guard's POV if (guard.getCurrentDirection().equalsIgnoreCase("up")) { nearLeftX = guard.getDetectArea().x + guard.getDetectArea().width / 4; nearRightX = guard.getDetectArea().x + guard.getDetectArea().width * 3 / 4; nearLeftY = nearRightY = guard.getDetectArea().y; farLeftX = guard.getDetectArea().x; farRightX = guard.getDetectArea().x + guard.getDetectArea().width; farLeftY = farRightY = guard.getDetectArea().y + guard.getDetectArea().height; } else if (guard.getCurrentDirection().equalsIgnoreCase("down")) { nearLeftX = guard.getDetectArea().x + guard.getDetectArea().width * 3 / 4; nearRightX = guard.getDetectArea().x + guard.getDetectArea().width / 4; nearLeftY = nearRightY = guard.getDetectArea().y + guard.getDetectArea().height; farLeftX = guard.getDetectArea().x + guard.getDetectArea().width; farRightX = guard.getDetectArea().x; farLeftY = farRightY = guard.getDetectArea().y; } else if (guard.getCurrentDirection().equalsIgnoreCase("right")) { nearLeftY = guard.getDetectArea().y + guard.getDetectArea().height * 3 / 4; nearRightY = guard.getDetectArea().y + guard.getDetectArea().height / 4; nearLeftX = nearRightX = guard.getDetectArea().x; farLeftY = guard.getDetectArea().y + guard.getDetectArea().height; farRightY = guard.getDetectArea().y; farLeftX = farRightX = guard.getDetectArea().x + guard.getDetectArea().width; } else if (guard.getCurrentDirection().equalsIgnoreCase("left")) { nearLeftY = guard.getDetectArea().y + guard.getDetectArea().height / 4; nearRightY = guard.getDetectArea().y + guard.getDetectArea().height * 3 / 4; nearLeftX = nearRightX = guard.getDetectArea().x + guard.getDetectArea().width; farLeftY = guard.getDetectArea().y; farRightY = guard.getDetectArea().y + guard.getDetectArea().height; farLeftX = farRightX = guard.getDetectArea().x; } else { nearLeftX = nearLeftY = nearRightX = nearRightY = 0; farLeftX = farLeftY = farRightY = farRightX = 0; } // draw detection area Gdx.gl.glEnable(GL20.GL_BLEND); Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); shapeRenderer.setColor(1, 0, 0, 0.5f); if (guard.getCurrentDirection().equalsIgnoreCase("up")) { // the body (rectangle) of the polygon shapeRenderer.rect(nearLeftX, nearLeftY, nearRightX - nearLeftX, farLeftY - nearLeftY); // the left side (triangle) of the polygon shapeRenderer.triangle(nearLeftX, nearLeftY, farLeftX, farLeftY, nearLeftX, farLeftY); // the right side (triangle) of the polygon shapeRenderer.triangle(nearRightX, nearRightY, farRightX, farRightY, nearRightX, farRightY); } else if (guard.getCurrentDirection().equalsIgnoreCase("down")) { // the body (rectangle) of the polygon shapeRenderer.rect(nearRightX, farRightY, nearLeftX - nearRightX, nearRightY - farRightY); // the left side (triangle) of the polygon shapeRenderer.triangle(nearLeftX, nearLeftY, farLeftX, farLeftY, nearLeftX, farLeftY); // the right side (triangle) of the polygon shapeRenderer.triangle(nearRightX, nearRightY, farRightX, farRightY, nearRightX, farRightY); } else if (guard.getCurrentDirection().equalsIgnoreCase("right")) { // the body (rectangle) of the polygon shapeRenderer.rect(nearRightX, nearRightY, farRightX - nearRightX, nearLeftY - nearRightY); // the left side (triangle) of the polygon shapeRenderer.triangle(nearLeftX, nearLeftY, farLeftX, farLeftY, farLeftX, nearLeftY); // the right side (triangle) of the polygon shapeRenderer.triangle(nearRightX, nearRightY, farRightX, farRightY, farRightX, nearRightY); } else if (guard.getCurrentDirection().equalsIgnoreCase("left")) { // the body (rectangle) of the polygon shapeRenderer.rect(farLeftX, nearLeftY, nearLeftX - farLeftX, nearRightY - nearLeftY); // the left side (triangle) of the polygon shapeRenderer.triangle(nearLeftX, nearLeftY, farLeftX, farLeftY, farLeftX, nearLeftY); // the right side (triangle) of the polygon shapeRenderer.triangle(nearRightX, nearRightY, farRightX, farRightY, farRightX, nearRightY); } shapeRenderer.end(); Gdx.gl.glDisable(GL20.GL_BLEND); beginRender(); } } } // object layer else { for (MapObject object : layer.getObjects()) { renderObject(object); } } } } endRender(); stage.act(); stage.draw(); }