I am writing a RPG game similar to the style of Pokemon (top down view). I am now working on the issue of collision detection. I am wanting to create the collision detection based on rectangles. The problem is that i am having difficulty drawing the rectangle around the animation that i have previously set. I have searched Google and YouTube for a answer/tutorial of how to handle this problem yet found nothing.
Player.class
public class Player {
public Vector2 position;
private float moveSpeed;
private SpriteBatch batch;
//animation
public Animation an;
private Texture tex;
public TextureRegion currentFrame;
private TextureRegion[][] frames;
private float frameTime;
public Player(Vector2 position){
this.position = position;
moveSpeed = 5f;
createPlayer();
}
public void createPlayer(){
tex = new Texture("Sprites/image.png");
frames = TextureRegion.split(tex, tex.getWidth()/3, tex.getHeight()/4);
an = new Animation(0.10f, frames[0]);
}
public void render(float delta){
handleInput();
frameTime += delta;
currentFrame = an.getKeyFrame(frameTime, true);
}
public void handleInput(){
if(Gdx.input.isKeyPressed(Keys.UP)){
an = new Animation(0.10f, frames[3]);
position.y += moveSpeed;
}
if(Gdx.input.isKeyPressed(Keys.DOWN)){
an = new Animation(0.10f, frames[0]);
position.y -= moveSpeed;
}
if(Gdx.input.isKeyPressed(Keys.LEFT)){
an = new Animation(0.10f, frames[1]);
position.x -= moveSpeed;
}
if(Gdx.input.isKeyPressed(Keys.RIGHT)){
an = new Animation(0.10f, frames[2]);
position.x += moveSpeed;
}
if(!Gdx.input.isKeyPressed(Keys.ANY_KEY)){
an = new Animation(0.10f, frames[0]);
}
}
public void dispose(){
batch.dispose();
}
public float getX(){
return position.x;
}
public float getY(){
return position.y;
}
public int getWidth(){
return 32;
}
public int getHeight(){
return 32;
}
}
WorldRenderer.class
public class WorldRenderer {
private OrthogonalTiledMapRenderer renderer;
public OrthographicCamera camera;
private Player player;
//Tilemap
private TiledMapTileLayer collision;
private TiledMap map;
public WorldRenderer() {
map = new TmxMapLoader().load("maps/testMap.tmx");
renderer = new OrthogonalTiledMapRenderer(map);
//Tiled layers
collision = (TiledMapTileLayer) map.getLayers().get("collision");
player = new Player(new Vector2(100, 100));
camera = new OrthographicCamera();
camera.viewportWidth = Gdx.graphics.getWidth()/2;
camera.viewportHeight = Gdx.graphics.getHeight()/2;
}
public void render (float delta) {
camera.update();
renderer.setView(camera);
renderer.render();
player.render(delta);
// Calculate tile size in pixels
MapProperties prop = renderer.getMap().getProperties();
int mapWidth = prop.get("width", Integer.class); //how many tiles in map
int mapHeight = prop.get("height", Integer.class);
int tilePixelWidth = prop.get("tilewidth", Integer.class); //size of each tile
int tilePixelHeight = prop.get("tileheight", Integer.class);
// Calculate total map size
int worldSizeX = mapWidth * tilePixelWidth;
int worldSizeY = mapHeight * tilePixelHeight;
// Calculate min/max camera points inside the map
float minCameraX = camera.zoom * (camera.viewportWidth / 2);
float maxCameraX = worldSizeX - minCameraX;
float minCameraY = camera.zoom * (camera.viewportHeight / 2);
float maxCameraY = worldSizeY - minCameraY;
// set the camera to either the player or the min/max of the camera based on player position
camera.position.set(
Math.min(maxCameraX, Math.max(player.position.x + 32 / 2, minCameraX)),
Math.min(maxCameraY, Math.max(player.position.y + 32 / 2, minCameraY)),
0);
camera.update();
renderer.getSpriteBatch().setProjectionMatrix(camera.combined);
renderer.getSpriteBatch().begin();
renderer.getSpriteBatch().draw(player.currentFrame, player.position.x, player.position.y);
renderer.getSpriteBatch().end();
}
}
If you want to detect collision between two rectangles, there is an example I used with sprites.
Add in the constructor.
In update Method
Is a new nethod
Other classes
In the constructor.
In update method
In new method
// Call in the TestSpriteOne class
//Call in the GameScreen class
It overlaps whether this rectangle overlaps the other rectangle, so hasCollided variable will become true.
Edit: if the animation changes its width or height, you could resize the rectangle in the update method