使用 LibGdx 在 Java 中制作精灵表动画

Animating Sprite Sheets in Java using LibGdx

我这里有一些代码,它接受一个精灵 sheet 并通过获取我的图像的长度和宽度并将其按行和列划分,将其分成单独的精灵。这适用于我的测试精灵 sheet,但不适用于我实际要用于我的游戏的精灵。

我的动画Class在这里:

package Simple;


    import com.badlogic.gdx.Gdx;
    import com.badlogic.gdx.graphics.Texture;
    import com.badlogic.gdx.graphics.g2d.Batch;
    import com.badlogic.gdx.graphics.g2d.TextureRegion;
    import com.badlogic.gdx.graphics.g2d.Animation;

    public class RunningMan {
        private Texture texture;
        private TextureRegion[] walkFrames;
        private Animation walkAnimation;
        private float stateTime = 0f;
        private TextureRegion currentFrame;
        int rows = 5;
        int cols = 6;
        public RunningMan(Texture texture) {
            this.texture = texture;
            TextureRegion[][] tmp = TextureRegion.split(texture, texture.getWidth() / cols, texture.getHeight() / rows);  // split the sprite sheet up into its 30 different frames
            walkFrames = new TextureRegion[rows * cols];
            int index = 0;
            for(int i = 0; i < rows; i++) {
                for (int j = 0; j < cols; j++) {
                    walkFrames[index++] = tmp[i][j];    // Put the 30 frames into a 1D array from the 2d array
                }
            }
            walkAnimation = new Animation(0.06f, walkFrames);  // initialize the animation class
            stateTime = 0f;
        }

        public void draw(Batch batch) {
            stateTime += Gdx.graphics.getDeltaTime();   // stateTime is used to determine which frame to show
            if(stateTime > walkAnimation.getAnimationDuration()) stateTime -= walkAnimation.getAnimationDuration();  // when we reach the end of the animation, reset the stateTime
            currentFrame = walkAnimation.getKeyFrame(stateTime);    // Get the current Frame

            batch.draw(currentFrame,50,50); // draw the frame
        }
    }

我的 Class 到 运行 动画在这里:

package Simple;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

public class Animation extends ApplicationAdapter {
    SpriteBatch batch;
    RunningMan man;

    @Override
    public void create () {
        batch = new SpriteBatch();
        man = new RunningMan(new Texture(Gdx.files.internal("WalkingMan.png")));
    }

    @Override
    public void render () {
        Gdx.gl.glClearColor(1, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        batch.begin();
        man.draw(batch);
        batch.end();
    }
}

当我使用 WalkingMan.png 时,代码可以完美运行。但是当我去使用任何其他精灵 sheet,例如 WalkingWoman.jpg(我不担心这个不透明)时,当相应地调整列和行时,对齐将关闭。有什么建议么?

WalkingMan.png

WalkingWoman.jpg

动画 class 似乎通过假设 spritesheet 图像中的所有帧均等间隔将源图像分割成帧。因此对于 WalkingMan 图像,512x512px 原始图像被分成 30 帧,每帧 85.33px 宽(512 / 6 列)和 102.4px 高(512 / 5 行)。

如果如您所说,调整 WalkingWoman 图像(1300x935)的列号和行号,您将获得 36 帧,每帧 144.44px 宽(1300 / 9 列)和 233.75px 高(935 / 4 行)。

问题在于 WalkingWoman 子画面sheet 每一帧的间距不均匀。如果将第一帧从图像中分离出来,您会得到:

see how her foot is cut off on the right

WalkingMan 图像的每个图像都放置在 spritesheet 中相同大小的边界框内。您只需要确保 WalkingWoman sheet 的每一帧都以相同的方式均匀分布。