在Love2D/Lua中使用基于网格的移动存在问题。

使用Love2D Lua框架,我尝试编写一个非常基本的游戏,就像任天堂时代的RPG,其中英雄和NPC的移动受到瓦片网格的限制。到目前为止,我已经解决了任何问题,直到我遇到了这个棘手的错误,即玩家移动不正确。

function love.load()
    love.graphics.setDefaultFilter('nearest', 'nearest', 1)
    love.keyboard.setKeyRepeat(true)
    font = love.graphics.newFont(14) -- 表示字体大小的数字

    win_size = 6
    love.window.setMode(160 * win_size, 144 * win_size)

    true_sfc = love.graphics.newCanvas(160,144)
    view_sfc = love.graphics.newCanvas(160 * win_size, 144 * win_size)

    player = {
        grid_x = 3,
        grid_y = 3,
        act_x = 48,
        act_y = 48,
        transit = false,
        direction = {0, 0}
    }
end

function love.update(dt)
    if player.transit == true then

        -- 思路是,如果玩家选择一个方向,玩家将朝那个方向走,直到停在网格上。
        -- 当我按左键或右键时,移动按预期正常工作,玩家方块走到网格上才停下。
        -- 但是,当我按上键或下键时,玩家只会移动一个像素,尽管有相同的指令。

        player.act_x = player.act_x + player.direction[1]
        player.act_y = player.act_y + player.direction[2]

        if player.act_x == player.grid_x * 16  then
            player.direction[1] = 0
            player.transit = false
        end

        if player.act_y == player.grid_y * 16  then
            player.direction[2] = 0
            player.transit = false
        end

        -- 当if语句比较x坐标之前比较y坐标时,程序将正确在y轴上移动玩家,并将其锁定在16像素网格上,而x坐标将开始出现单像素移动问题。

    end
end

function love.draw()
    love.graphics.setCanvas(true_sfc)
        love.graphics.setColor( 0, 0, 0)
        love.graphics.rectangle("fill", 0, 0, 256, 224)
        love.graphics.setColor(255,255,255)
        love.graphics.rectangle("fill", player.act_x, player.act_y, 16, 16)
        love.graphics.print(player.direction[1], 100, 100)
        love.graphics.print(player.direction[2], 100, 120)
    love.graphics.setCanvas()

    love.graphics.draw(true_sfc, 0, 0, 0, win_size, win_size)
end

function love.keypressed(key)
    if player.transit == false then
        if key == "up" then
            player.grid_y = player.grid_y - 1
            player.direction = {0, -1}
            player.transit = true
        elseif key == "down" then
            player.grid_y = player.grid_y + 1
            -- 按下,玩家的地图位置向下移动一个瓦片
            player.direction = {0, 1}
            player.transit = true
        elseif key == "left" then
            player.grid_x = player.grid_x - 1
            player.direction = {-1, 0}
            player.transit = true
        elseif key == "right" then
            player.grid_x = player.grid_x + 1
            player.direction = {1, 0}
            player.transit = true
        end
    end
end

承认我对Lua还比较陌生,所以我不太了解它如何使用变量。我知道我的代码不太高效,但这是我计划逐步改进的事情。

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用户2698261
用户2698261

问题在于你检查了垂直移动是否对齐,发现它确实对齐了,然后你将 self.transit 设置为 false,防止未来的检查。

在检查对齐之前,你还应该检查是否朝着这个方向移动:

    if player.direction [1]〜= 0 && player.act_x == player.grid_x * 16 then
        player.direction [1] = 0
        player.transit = false
    end

    if player.direction [2]〜= 0 && player.act_y == player.grid_y * 16 then
        player.direction [2] = 0
        player.transit = false
    end
2014-08-18 01:14:43