add map boundary
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@@ -20,6 +20,7 @@ import com.badlogic.gdx.physics.box2d.Body;
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import com.badlogic.gdx.physics.box2d.BodyDef;
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import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
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import com.badlogic.gdx.physics.box2d.FixtureDef;
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import com.badlogic.gdx.physics.box2d.PolygonShape;
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import com.badlogic.gdx.physics.box2d.World;
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import com.badlogic.gdx.utils.GdxRuntimeException;
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import io.github.com.quillraven.GdxGame;
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@@ -61,6 +62,48 @@ public class TiledAshleySpawner {
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loadTriggerLayer(layer);
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}
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}
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spawnMapBoundary(tiledMap);
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}
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private void spawnMapBoundary(TiledMap tiledMap) {
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// create four boxes for the map boundary (left, right, bottom and top edge)
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int width = tiledMap.getProperties().get("width", 0, Integer.class);
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int tileW = tiledMap.getProperties().get("tilewidth", 0, Integer.class);
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int height = tiledMap.getProperties().get("height", 0, Integer.class);
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int tileH = tiledMap.getProperties().get("tileheight", 0, Integer.class);
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float mapW = width * tileW * GdxGame.UNIT_SCALE;
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float mapH = height * tileH * GdxGame.UNIT_SCALE;
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float halfW = mapW * 0.5f;
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float halfH = mapH * 0.5f;
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float boxThickness = 0.5f;
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BodyDef bodyDef = new BodyDef();
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bodyDef.type = BodyType.StaticBody;
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bodyDef.position.setZero();
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bodyDef.fixedRotation = true;
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Body body = physicWorld.createBody(bodyDef);
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// left edge
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PolygonShape shape = new PolygonShape();
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shape.setAsBox(boxThickness, halfH, new Vector2(-boxThickness, halfH), 0f);
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body.createFixture(shape, 0f).setFriction(0f);
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shape.dispose();
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// right edge
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shape = new PolygonShape();
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shape.setAsBox(boxThickness, halfH, new Vector2(mapW + boxThickness, halfH), 0f);
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body.createFixture(shape, 0f).setFriction(0f);
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shape.dispose();
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// bottom edge
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shape = new PolygonShape();
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shape.setAsBox(halfW, boxThickness, new Vector2(halfW, -boxThickness), 0f);
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body.createFixture(shape, 0f).setFriction(0f);
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shape.dispose();
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// top edge
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shape = new PolygonShape();
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shape.setAsBox(halfW, boxThickness, new Vector2(halfW, mapH + boxThickness), 0f);
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body.createFixture(shape, 0f).setFriction(0f);
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shape.dispose();
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}
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private void loadTileLayer(TiledMapTileLayer tileLayer) {
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