Love2D 尝试生成一个内部有块的块,但在移走一些块后,它会渲染比预期更多的块
我创建了一个基本的块生成器,一个块是充满正方形的区域,当玩家从 0,0 移动几个块时它可以正常工作,但是在移动 4 个块之后它会渲染超过一个块而不是一个,我不是确定我做错了什么,我已经尝试改变一些值,但我还是感到头疼。
这是完整的代码,您可以使用 love2D 复制并粘贴到 VSCODE 中,看看会发生什么。
我认为主要问题出在 check_boarders 函数周围,因为这是检查玩家是否在块内的函数。
function Key_input(key)
if love.keyboard.isDown(key) then
return 1
else
return 0
end
end
function love.load()
Camera = require "camera"
Cam = Camera()
Basic_Player = {}
Basic_Player.X = 100
Basic_Player.Y = 100
Basic_Player.Speed = 15
Movement = {}
end
function love.update(dt)
Movement.X = Key_input("d") - Key_input("a")
Movement.Y = Key_input("s") - Key_input("w")
Basic_Player.X = Basic_Player.X + Movement.X * Basic_Player.Speed
Basic_Player.Y = Basic_Player.Y + Movement.Y * Basic_Player.Speed
Cam:lookAt(Basic_Player.X,Basic_Player.Y)
X, Y = Cam:position() -- Set cam position to global values
end
function love.draw()
love.graphics.setBackgroundColor(0.5,0.5,0.9)
Cam:attach() -- Renders the player and world inside its own scene
generate_world(10,0)
love.graphics.setColor( 0,0,1, 1 )
love.graphics.rectangle("fill",Basic_Player.X,Basic_Player.Y,30,30)
love.graphics.setColor( 1,1,1, 1 )
Cam:detach()
love.graphics.setColor( 1,0,0, 1 ) --Stays on the screen
love.graphics.print(X .. " / " .. Y ,300,400)
love.graphics.print(love.timer.getFPS( ) ,300,450)
love.graphics.setColor( 1,1,1, 1 )
end
function old_generate_world(_world_size, _seed) -- Before optimization
local _chunk_size = 30
local _block_size = 30
for i = 0, _world_size - 1 do
for f = 0, _world_size - 1 do
local x_val = (_chunk_size * _block_size) * i -- Position value for actually building the chunks
local y_val = (_chunk_size * _block_size) * f
gen_chunk(_chunk_size,_block_size,_seed,{X = x_val ,Y = y_val })
end
end
end
function generate_world(_world_size, _seed)
local _chunk_size = 10 -- Chunk size width and height
local _block_size = 30 -- block size inside the chunk
for i = 0, _world_size - 1 do -- loop through world size
for f = 0, _world_size - 1 do
local x_val = (_chunk_size * _block_size) * i -- Position value for actually building the chunks
local y_val = (_chunk_size * _block_size) * f
local chunk_x_local_size = 0 -- To make sure we get a length for when i and f = 0
local chunk_y_local_size = 0
if i == 0 then -- To make sure the size of the chunk isnt zero
chunk_x_local_size = _chunk_size * _block_size -- Get length of chunk when i = 0
else
chunk_x_local_size = x_val
end
if f == 0 then -- ditto
chunk_y_local_size = _chunk_size * _block_size
else
chunk_y_local_size = y_val
end
-- Checks if the player is inside a chunk if true draw it.
if Check_boarders({X = X,Y = Y},{X = x_val,Y = y_val}, {X = chunk_x_local_size, Y = chunk_y_local_size}) then
gen_chunk(_chunk_size,_block_size,_seed,{X = x_val ,Y = y_val }) -- Actually generate the chunk
end
love.graphics.setColor( 0,1,0, 1 )
love.graphics.rectangle("fill",x_val,y_val,15,15)
love.graphics.setColor( 1,1,1, 1 )
end
end
end
function Check_boarders(player_pos, boarder_pos, chunk_length) -- Checks player position is inside the boarder of the currently generated chunk
if player_pos.X > boarder_pos.X and player_pos.X < boarder_pos.X + chunk_length.X then -- Check if the player is greater then top left and less then top right
if player_pos.Y > boarder_pos.Y and player_pos.Y < boarder_pos.Y + chunk_length.Y then -- check if player is greater then top and less then bottom left
return true
end
end
return false
end
function gen_chunk(chunk_size,block_size,seed,position) -- chunk size is how many blocks inside the chunk, block size is self explain, seed n/a, pos starting chunk position
for i = 0, chunk_size - 1 do
for e = 0, chunk_size - 1 do -- loop until chunk size is met this is the amount of blocks being created
love.graphics.rectangle("fill",position.X + i * block_size,position.Y + e * block_size,block_size - 1,block_size - 1)
end
end
love.graphics.setColor( 1,0,0, 1 )
love.graphics.rectangle("fill",position.X ,position.Y,6,6)
love.graphics.setColor( 1,1,1, 1 )
end
您将需要这个camera.lua脚本,只需创建它并将其粘贴到其中即可:
local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
local cos, sin = math.cos, math.sin
local camera = {}
camera.__index = camera
-- Movement interpolators (for camera locking/windowing)
camera.smooth = {}
function camera.smooth.none()
return function(dx,dy) return dx,dy end
end
function camera.smooth.linear(speed)
assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
return function(dx,dy, s)
-- normalize direction
local d = math.sqrt(dx*dx+dy*dy)
local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
if d > 0 then
dx,dy = dx/d, dy/d
end
return dx*dts, dy*dts
end
end
function camera.smooth.damped(stiffness)
assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
return function(dx,dy, s)
local dts = love.timer.getDelta() * (s or stiffness)
return dx*dts, dy*dts
end
end
local function new(x,y, zoom, rot, smoother)
x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
zoom = zoom or 1
rot = rot or 0
smoother = smoother or camera.smooth.none() -- for locking, see below
return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
end
function camera:lookAt(x,y)
self.x, self.y = x, y
return self
end
function camera:move(dx,dy)
self.x, self.y = self.x + dx, self.y + dy
return self
end
function camera:position()
return self.x, self.y
end
function camera:rotate(phi)
self.rot = self.rot + phi
return self
end
function camera:rotateTo(phi)
self.rot = phi
return self
end
function camera:zoom(mul)
self.scale = self.scale * mul
return self
end
function camera:zoomTo(zoom)
self.scale = zoom
return self
end
function camera:attach(x,y,w,h, noclip)
x,y = x or 0, y or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
if not noclip then
love.graphics.setScissor(x,y,w,h)
end
local cx,cy = x+w/2, y+h/2
love.graphics.push()
love.graphics.translate(cx, cy)
love.graphics.scale(self.scale)
love.graphics.rotate(self.rot)
love.graphics.translate(-self.x, -self.y)
end
function camera:detach()
love.graphics.pop()
love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
end
function camera:draw(...)
local x,y,w,h,noclip,func
local nargs = select("#", ...)
if nargs == 1 then
func = ...
elseif nargs == 5 then
x,y,w,h,func = ...
elseif nargs == 6 then
x,y,w,h,noclip,func = ...
else
error("Invalid arguments to camera:draw()")
end
self:attach(x,y,w,h,noclip)
func()
self:detach()
end
-- world coordinates to camera coordinates
function camera:cameraCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
local c,s = cos(self.rot), sin(self.rot)
x,y = x - self.x, y - self.y
x,y = c*x - s*y, s*x + c*y
return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
end
-- camera coordinates to world coordinates
function camera:worldCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
local c,s = cos(-self.rot), sin(-self.rot)
x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
x,y = c*x - s*y, s*x + c*y
return x+self.x, y+self.y
end
function camera:mousePosition(ox,oy,w,h)
local mx,my = love.mouse.getPosition()
return self:worldCoords(mx,my, ox,oy,w,h)
end
-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx
return self
end
function camera:lockY(y, smoother, ...)
local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
self.y = self.y + dy
return self
end
function camera:lockPosition(x,y, smoother, ...)
return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
end
function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
-- figure out displacement in camera coordinates
x,y = self:cameraCoords(x,y)
local dx, dy = 0,0
if x < x_min then
dx = x - x_min
elseif x > x_max then
dx = x - x_max
end
if y < y_min then
dy = y - y_min
elseif y > y_max then
dy = y - y_max
end
-- transform displacement to movement in world coordinates
local c,s = cos(-self.rot), sin(-self.rot)
dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
-- move
self:move((smoother or self.smoother)(dx,dy,...))
end
-- the module
return setmetatable({new = new, smooth = camera.smooth},
{__call = function(_, ...) return new(...) end})
I have created a basic chunk generator, a chunk is area filled with squares, when the player moves a few blocks away from 0,0 it works correctly but after moving 4 chunks away it renders more then one chunk instead of one, I am not sure what I am doing wrong, I have given it a go changing some values, but I am left head scratching.
here is the full code, you can copy and paste into VSCODE with love2D to see what happens.
I think the main issue is somewhere around check_boarders function since that is what checks if the player is inside a chunk.
function Key_input(key)
if love.keyboard.isDown(key) then
return 1
else
return 0
end
end
function love.load()
Camera = require "camera"
Cam = Camera()
Basic_Player = {}
Basic_Player.X = 100
Basic_Player.Y = 100
Basic_Player.Speed = 15
Movement = {}
end
function love.update(dt)
Movement.X = Key_input("d") - Key_input("a")
Movement.Y = Key_input("s") - Key_input("w")
Basic_Player.X = Basic_Player.X + Movement.X * Basic_Player.Speed
Basic_Player.Y = Basic_Player.Y + Movement.Y * Basic_Player.Speed
Cam:lookAt(Basic_Player.X,Basic_Player.Y)
X, Y = Cam:position() -- Set cam position to global values
end
function love.draw()
love.graphics.setBackgroundColor(0.5,0.5,0.9)
Cam:attach() -- Renders the player and world inside its own scene
generate_world(10,0)
love.graphics.setColor( 0,0,1, 1 )
love.graphics.rectangle("fill",Basic_Player.X,Basic_Player.Y,30,30)
love.graphics.setColor( 1,1,1, 1 )
Cam:detach()
love.graphics.setColor( 1,0,0, 1 ) --Stays on the screen
love.graphics.print(X .. " / " .. Y ,300,400)
love.graphics.print(love.timer.getFPS( ) ,300,450)
love.graphics.setColor( 1,1,1, 1 )
end
function old_generate_world(_world_size, _seed) -- Before optimization
local _chunk_size = 30
local _block_size = 30
for i = 0, _world_size - 1 do
for f = 0, _world_size - 1 do
local x_val = (_chunk_size * _block_size) * i -- Position value for actually building the chunks
local y_val = (_chunk_size * _block_size) * f
gen_chunk(_chunk_size,_block_size,_seed,{X = x_val ,Y = y_val })
end
end
end
function generate_world(_world_size, _seed)
local _chunk_size = 10 -- Chunk size width and height
local _block_size = 30 -- block size inside the chunk
for i = 0, _world_size - 1 do -- loop through world size
for f = 0, _world_size - 1 do
local x_val = (_chunk_size * _block_size) * i -- Position value for actually building the chunks
local y_val = (_chunk_size * _block_size) * f
local chunk_x_local_size = 0 -- To make sure we get a length for when i and f = 0
local chunk_y_local_size = 0
if i == 0 then -- To make sure the size of the chunk isnt zero
chunk_x_local_size = _chunk_size * _block_size -- Get length of chunk when i = 0
else
chunk_x_local_size = x_val
end
if f == 0 then -- ditto
chunk_y_local_size = _chunk_size * _block_size
else
chunk_y_local_size = y_val
end
-- Checks if the player is inside a chunk if true draw it.
if Check_boarders({X = X,Y = Y},{X = x_val,Y = y_val}, {X = chunk_x_local_size, Y = chunk_y_local_size}) then
gen_chunk(_chunk_size,_block_size,_seed,{X = x_val ,Y = y_val }) -- Actually generate the chunk
end
love.graphics.setColor( 0,1,0, 1 )
love.graphics.rectangle("fill",x_val,y_val,15,15)
love.graphics.setColor( 1,1,1, 1 )
end
end
end
function Check_boarders(player_pos, boarder_pos, chunk_length) -- Checks player position is inside the boarder of the currently generated chunk
if player_pos.X > boarder_pos.X and player_pos.X < boarder_pos.X + chunk_length.X then -- Check if the player is greater then top left and less then top right
if player_pos.Y > boarder_pos.Y and player_pos.Y < boarder_pos.Y + chunk_length.Y then -- check if player is greater then top and less then bottom left
return true
end
end
return false
end
function gen_chunk(chunk_size,block_size,seed,position) -- chunk size is how many blocks inside the chunk, block size is self explain, seed n/a, pos starting chunk position
for i = 0, chunk_size - 1 do
for e = 0, chunk_size - 1 do -- loop until chunk size is met this is the amount of blocks being created
love.graphics.rectangle("fill",position.X + i * block_size,position.Y + e * block_size,block_size - 1,block_size - 1)
end
end
love.graphics.setColor( 1,0,0, 1 )
love.graphics.rectangle("fill",position.X ,position.Y,6,6)
love.graphics.setColor( 1,1,1, 1 )
end
You will need this camera.lua script just create it and paste this into it:
local _PATH = (...):match('^(.*[%./])[^%.%/]+
) or ''
local cos, sin = math.cos, math.sin
local camera = {}
camera.__index = camera
-- Movement interpolators (for camera locking/windowing)
camera.smooth = {}
function camera.smooth.none()
return function(dx,dy) return dx,dy end
end
function camera.smooth.linear(speed)
assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
return function(dx,dy, s)
-- normalize direction
local d = math.sqrt(dx*dx+dy*dy)
local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
if d > 0 then
dx,dy = dx/d, dy/d
end
return dx*dts, dy*dts
end
end
function camera.smooth.damped(stiffness)
assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
return function(dx,dy, s)
local dts = love.timer.getDelta() * (s or stiffness)
return dx*dts, dy*dts
end
end
local function new(x,y, zoom, rot, smoother)
x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
zoom = zoom or 1
rot = rot or 0
smoother = smoother or camera.smooth.none() -- for locking, see below
return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
end
function camera:lookAt(x,y)
self.x, self.y = x, y
return self
end
function camera:move(dx,dy)
self.x, self.y = self.x + dx, self.y + dy
return self
end
function camera:position()
return self.x, self.y
end
function camera:rotate(phi)
self.rot = self.rot + phi
return self
end
function camera:rotateTo(phi)
self.rot = phi
return self
end
function camera:zoom(mul)
self.scale = self.scale * mul
return self
end
function camera:zoomTo(zoom)
self.scale = zoom
return self
end
function camera:attach(x,y,w,h, noclip)
x,y = x or 0, y or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
if not noclip then
love.graphics.setScissor(x,y,w,h)
end
local cx,cy = x+w/2, y+h/2
love.graphics.push()
love.graphics.translate(cx, cy)
love.graphics.scale(self.scale)
love.graphics.rotate(self.rot)
love.graphics.translate(-self.x, -self.y)
end
function camera:detach()
love.graphics.pop()
love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
end
function camera:draw(...)
local x,y,w,h,noclip,func
local nargs = select("#", ...)
if nargs == 1 then
func = ...
elseif nargs == 5 then
x,y,w,h,func = ...
elseif nargs == 6 then
x,y,w,h,noclip,func = ...
else
error("Invalid arguments to camera:draw()")
end
self:attach(x,y,w,h,noclip)
func()
self:detach()
end
-- world coordinates to camera coordinates
function camera:cameraCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
local c,s = cos(self.rot), sin(self.rot)
x,y = x - self.x, y - self.y
x,y = c*x - s*y, s*x + c*y
return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
end
-- camera coordinates to world coordinates
function camera:worldCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
local c,s = cos(-self.rot), sin(-self.rot)
x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
x,y = c*x - s*y, s*x + c*y
return x+self.x, y+self.y
end
function camera:mousePosition(ox,oy,w,h)
local mx,my = love.mouse.getPosition()
return self:worldCoords(mx,my, ox,oy,w,h)
end
-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx
return self
end
function camera:lockY(y, smoother, ...)
local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
self.y = self.y + dy
return self
end
function camera:lockPosition(x,y, smoother, ...)
return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
end
function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
-- figure out displacement in camera coordinates
x,y = self:cameraCoords(x,y)
local dx, dy = 0,0
if x < x_min then
dx = x - x_min
elseif x > x_max then
dx = x - x_max
end
if y < y_min then
dy = y - y_min
elseif y > y_max then
dy = y - y_max
end
-- transform displacement to movement in world coordinates
local c,s = cos(-self.rot), sin(-self.rot)
dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
-- move
self:move((smoother or self.smoother)(dx,dy,...))
end
-- the module
return setmetatable({new = new, smooth = camera.smooth},
{__call = function(_, ...) return new(...) end})
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