【发布时间】:2015-12-05 19:46:51
【问题描述】:
我使用 MapEditor 来选择使用我制作的特定 TileMaps 来创建地图。我的问题是这样的:
当通过 JSON 导出创建的地图时,通常似乎大多数地图都显示为它们的 tile id,如下面的 sn-p 所示。
{
"data":[1, 2, 1, 2, 3, 1, 3, 1, 2, 2, 3, 3, 4, 4, 4, 1], <------ TIle Id's
"height":4,
"name":"ground",
"opacity":1,
"properties":
{
"tileLayerProp":"1"
},
"type":"tilelayer",
"visible":true,
"width":4,
"x":0,
"y":0
}
但是,当我在看到的相同字段中检查自己导出的 JSON 映射时,
{
"compression":"zlib",
"data":"eJzt1UFqwzAQQFFvus1Juizdldz\/ViULgQmWItmyJMtv4JGQBirNT9NlmXO+L2qEaXHP30K9u\/RWuq9SYR4rqenZ5+xdlOzrzHlsyJ2Wbe4yWz1KmoS5W4\/UmcLPfiKPsYm10CM9qTPlnDW231SPkiaP5T49UufKbbG1308tcpqs33eHHkfPFttvbouSHmc3GWGOnK9k53uabL1vth7PwjPG1GyRa7bvq9Biz\/TY\/8w9jrR4Te8Wo\/fY871TY2ZtcWQ\/Rz\/rtUaPcVq8z\/peV2wRdvp6\/Fs9XwqejzJndWjdY\/37QpOrTOwuM\/So3ST2v77WtGjQu0etJqFF7F5HptXfQ48WqZ3tbZJqUaNJyw6j9PjU5Cvyek6LVJP312LvuWOPvedocc9ZW\/T4rF2NHuNo3UKPsVrooccV9GqhR\/\/96zFui1F6tDhj7z2P2KPXeXvveOYepXfovd879gAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA4v4BxPaYbQ==",
"encoding":"base64",
"height":100,
"name":"solids",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":100,
"x":0,
"y":0
},
这两个都是真实的样本,第一个是从他们的文档中提取的,第二个是从我的原始导出中提取的。如您所见,他们的“数据”字段与我的不同,因为他们是 JSONArray,因此我相信这个函数,
public static void load(String path) throws Exception
{
JSONParser parser = new JSONParser();
Object obj = parser.parse(new FileReader(path));
JSONObject jObj = (JSONObject) obj;
JSONArray layers = (JSONArray) jObj.get("layers");
int amount = layers.size();
for (int i = 0; i < amount; i++)
{
JSONObject layer = (JSONObject) layers.get(i);
String type = (String) layer.get("name");
if (type.equals("solids"))
{
WIDTH = (int) ((long)layer.get("width"));
HEIGHT = (int) ((long)layer.get("height"));
solids = parse((JSONArray) layer.get("data"));
}
一直给我带来问题。是不是因为在我的地图的“数据”字段中,我相信这是一个 JSONString 和一个编码的那个。
在重新搜索之后,我似乎需要解码“数据”,最终以某种方式最终会变成您在第一个代码块中看到的“数据”字段。
关于我如何做到这一点或只是禁用所有编码的任何提示?
编辑:我请求的解析函数
private static Image[][] parse(JSONArray array)
{
Image[][] layer = new Image[WIDTH][HEIGHT];
int index;
for (int x = 0; x < WIDTH; ++x)
{
for (int y = 0; y < HEIGHT; ++y)
{
index = (int)((long)array.get((y * WIDTH) + x)); //must cast because JSON returns long
layer[x][y] = getSpriteImage(index);
}
}
return layer;
}
编辑 2:我的编辑加载函数
public static void load(String path) throws Exception
{
JSONParser parser = new JSONParser();
Object obj = parser.parse(new FileReader(path));
JSONObject jObj = (JSONObject) obj;
JSONArray layers = (JSONArray) jObj.get("layers");
int amount = layers.size();
for (int i = 0; i < amount; i++)
{
JSONObject layer = (JSONObject) layers.get(i);
String type = (String) layer.get("name");
if (type.equals("solids"))
{
Decoder decoder = Base64.getDecoder();
byte[] decodedBytes = decoder.decode((byte[]) layer.get("data"));
Inflater decompresser = new Inflater();
solids = parse((JSONArray)decompresser.inflate(decodedBytes));
编辑 3:我的 getSpriteImage 函数
private static Image getSpriteImage(int index)
{
if (index == 0 )
{
return null;
}
index -= 1;
SpriteSheet sheet = Resources.getSprite("tileset");
int verti = sheet.getVerticalCount();
int horiz = sheet.getHorizontalCount();
int y = (index / verti);
int x = (index % horiz);
return sheet.getSubImage(x, y);
}
编辑 5:地图的外观
[44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, etcccccccccccccccccccccccccccccccccccccccccccccccc]
编辑 6:世界和游戏状态的渲染方法
world-Tile.SIZE的最终值 = 5;
public static void render(float xRend, float yRend)
{
int offset = 2;
int xStart = (int)(xRend / Tile.SIZE) - offset;
int yStart = (int)(yRend / Tile.SIZE) - offset;
int xEnd = (Window.WIDTH / Tile.SIZE) + xStart + (offset * 2);
int yEnd = (Window.HEIGHT / Tile.SIZE) + yStart + (offset * 2);
for (int x = xStart; x < xEnd; ++x)
{
for (int y = yStart; y < yEnd; ++y)
{
if (solidTileBound(x, y))
{
solids[x][y].draw(x * Tile.SIZE, y * Tile.SIZE, Tile.SIZE, Tile.SIZE);
}
}
}
}
和游戏状态:
@Override
public void render(GameContainer gc, StateBasedGame stateGame, Graphics gfx) throws SlickException
{
gfx.drawString(("Game State"), 50, 50);
//gfx.translate(-1500, -1500);
World.render(500, 500);
//gfx.resetTransform();
}
编辑 7:
[LOG] Loading C:\Users\William.William-PC\Desktop\testMap.json
Sun Dec 06 18:51:33 EST 2015 ERROR:Error loading World
org.newdawn.slick.SlickException: Error loading World
at main.java.TestGame.init(TestGame.java:39)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314)
at main.java.Main.main(Main.java:40)
Caused by: java.lang.RuntimeException: Resource not found: tileset.png
at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69)
at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169)
at org.newdawn.slick.Image.<init>(Image.java:196)
at org.newdawn.slick.SpriteSheet.<init>(SpriteSheet.java:129)
at org.newdawn.slick.SpriteSheet.<init>(SpriteSheet.java:115)
at org.newdawn.slick.SpriteSheet.<init>(SpriteSheet.java:102)
at main.java.Resources.addTileSet(Resources.java:55)
at main.java.JSONLoader.load(JSONLoader.java:33)
at main.java.TestGame.init(TestGame.java:31)
... 3 more
我彻底查看了它,但我不确定我应该将tileset.png 放在哪里,或者为什么世界不会为此加载。您是否创建了自己的 .json 世界导出来测试这一点?
【问题讨论】:
-
第二个
data字段是base64 编码的。 -
我明白了,但在我的问题中,我问有人如何解码它,或者只是以某种方式禁用导出编码?我正在使用地图编辑器
-
解码成382字节的二进制数据,原来是the default encoding for a
byte[]。 -
我发现该链接对我来说有点令人困惑,因为我正在尝试。我尝试添加这段代码,我在正确的轨道上吗?
Decoder decoder = Base64.getDecoder(); byte[] decodedBytes = decoder.decode((byte[]) layer.get("data")); -
是的,应该可以的。你究竟是如何导出 JSON 的?也许可以在那里覆盖默认编码。