Since I had seen this post: http://www.badlogicgames.com/wordpress/?p=2870 on Badlogic, about adding a new maps API to libGDX, as well as a side scrolling demo into the official source, I have really wanted to see it in action, and play around with it a bit.
So, I finally got around to downloading the source for LibGDX from Github again, finding the demo and compiling it using the basic project shown here: http://chrismweb.com/2013/03/25/how-to-start-creating-android-games-using-the-libgdx-game-development-framework-updated-with-gdx-setup-ui-jar/
I have uploaded the HTML5 demo so you can play it, and have included the source code for the demo:
Demo Information
function handleMouseUp(evt) { evt.preventDefault(); evt.stopPropagation(); evt.target.style.cursor = ''; }
document.getElementById('embed-com.chrismweb.mygdxgame.GwtDefinition').addEventListener('mousedown', handleMouseDown, false); document.getElementById('embed-com.chrismweb.mygdxgame.GwtDefinition').addEventListener('mouseup', handleMouseUp, false);
Click here to see the demo on it’s own page, so you can jump with spacebar
The demo is very awesome, for how little code is needed to create it. You can move, jump, break blocks, and the level is about the size of Mario 1. The level is created using a pre-built map editor, so you can easily change out images, change the level- everything without even needing to edit the source.
I would recommend you download the demo, compile it, and try playing with it for yourself!
Here is the source code (Game.as):
(which you can also find at LibGDX’s github site: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/superkoalio/SuperKoalio.java
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 | package com.chrismweb.mygdxgame; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Animation; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType; import com.badlogic.gdx.maps.tiled.TiledMap; import com.badlogic.gdx.maps.tiled.TiledMapTile; import com.badlogic.gdx.maps.tiled.TiledMapTileLayer; import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell; import com.badlogic.gdx.maps.tiled.TmxMapLoader; import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.Pool; /** * Super Mario Brothers like very basic platformer, using a tile map build via * <a href="http://www.mapeditor.org/>Tiled</a> and a tileset and sprites by <a * href="http://www.vickiwenderlich.com/">Vicky Wenderlich</a></p> * * Shows simple platformer collision detection as well as on-the-fly map * modifications through destructable blocks! * * @author mzechner * */ public class Game implements ApplicationListener { /** * The player character, has state and state time, */ static class Koala { static float WIDTH; static float HEIGHT; static float MAX_VELOCITY = 10f; static float JUMP_VELOCITY = 40f; static float DAMPING = 0.87f; enum State { Standing, Walking, Jumping } final Vector2 position = new Vector2(); final Vector2 velocity = new Vector2(); State state = State.Walking; float stateTime = 0; boolean facesRight = true; boolean grounded = false; } private TiledMap map; private OrthogonalTiledMapRenderer renderer; private OrthographicCamera camera; private Texture koalaTexture; private Animation stand; private Animation walk; private Animation jump; private Koala koala; private Pool<Rectangle> rectPool = new Pool<Rectangle>() { @Override protected Rectangle newObject() { return new Rectangle(); } }; private Array<Rectangle> tiles = new Array<Rectangle>(); private static final float GRAVITY = -2.5f; @Override public void create() { // load the koala frames, split them, and assign them to Animations koalaTexture = new Texture("data/koalio.png"); TextureRegion[] regions = TextureRegion.split(koalaTexture, 18, 26)[0]; stand = new Animation(0, regions[0]); jump = new Animation(0, regions[1]); walk = new Animation(0.15f, regions[2], regions[3], regions[4]); walk.setPlayMode(Animation.LOOP_PINGPONG); // figure out the width and height of the koala for collision // detection and rendering by converting a koala frames pixel // size into world units (1 unit == 16 pixels) Koala.WIDTH = 1 / 16f * regions[0].getRegionWidth(); Koala.HEIGHT = 1 / 16f * regions[0].getRegionHeight(); // load the map, set the unit scale to 1/16 (1 unit == 16 pixels) map = new TmxMapLoader().load("data/level1.tmx"); renderer = new OrthogonalTiledMapRenderer(map, 1 / 16f); // create an orthographic camera, shows us 30x20 units of the world camera = new OrthographicCamera(); camera.setToOrtho(false, 30, 20); camera.update(); // create the Koala we want to move around the world koala = new Koala(); koala.position.set(20, 20); } @Override public void render() { // clear the screen Gdx.gl.glClearColor(0.7f, 0.7f, 1.0f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // get the delta time float deltaTime = Gdx.graphics.getDeltaTime(); // update the koala (process input, collision detection, position update) updateKoala(deltaTime); // let the camera follow the koala, x-axis only camera.position.x = koala.position.x; camera.update(); // set the tile map rendere view based on what the // camera sees and render the map renderer.setView(camera); renderer.render(); // render the koala renderKoala(deltaTime); } private Vector2 tmp = new Vector2(); private void updateKoala(float deltaTime) { if (deltaTime == 0) return; koala.stateTime += deltaTime; // check input and apply to velocity & state if ((Gdx.input.isKeyPressed(Keys.SPACE) || isTouched(0.75f, 1)) && koala.grounded) { koala.velocity.y += Koala.JUMP_VELOCITY; koala.state = Koala.State.Jumping; koala.grounded = false; } if (Gdx.input.isKeyPressed(Keys.LEFT) || Gdx.input.isKeyPressed(Keys.A) || isTouched(0, 0.25f)) { koala.velocity.x = -Koala.MAX_VELOCITY; if (koala.grounded) koala.state = Koala.State.Walking; koala.facesRight = false; } if (Gdx.input.isKeyPressed(Keys.RIGHT) || Gdx.input.isKeyPressed(Keys.D) || isTouched(0.25f, 0.5f)) { koala.velocity.x = Koala.MAX_VELOCITY; if (koala.grounded) koala.state = Koala.State.Walking; koala.facesRight = true; } // apply gravity if we are falling koala.velocity.add(0, GRAVITY); // clamp the velocity to the maximum, x-axis only if (Math.abs(koala.velocity.x) > Koala.MAX_VELOCITY) { koala.velocity.x = Math.signum(koala.velocity.x) * Koala.MAX_VELOCITY; } // clamp the velocity to 0 if it's < 1, and set the state to standign if (Math.abs(koala.velocity.x) < 1) { koala.velocity.x = 0; if (koala.grounded) koala.state = Koala.State.Standing; } // multiply by delta time so we know how far we go // in this frame koala.velocity.mul(deltaTime); // perform collision detection & response, on each axis, separately // if the koala is moving right, check the tiles to the right of it's // right bounding box edge, otherwise check the ones to the left Rectangle koalaRect = rectPool.obtain(); koalaRect.set(koala.position.x, koala.position.y, Koala.WIDTH, Koala.HEIGHT); int startX, startY, endX, endY; if (koala.velocity.x > 0) { startX = endX = (int) (koala.position.x + Koala.WIDTH + koala.velocity.x); } else { startX = endX = (int) (koala.position.x + koala.velocity.x); } startY = (int) (koala.position.y); endY = (int) (koala.position.y + Koala.HEIGHT); getTiles(startX, startY, endX, endY, tiles); koalaRect.x += koala.velocity.x; for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { koala.velocity.x = 0; break; } } koalaRect.x = koala.position.x; // if the koala is moving upwards, check the tiles to the top of it's // top bounding box edge, otherwise check the ones to the bottom if (koala.velocity.y > 0) { startY = endY = (int) (koala.position.y + Koala.HEIGHT + koala.velocity.y); } else { startY = endY = (int) (koala.position.y + koala.velocity.y); } startX = (int) (koala.position.x); endX = (int) (koala.position.x + Koala.WIDTH); getTiles(startX, startY, endX, endY, tiles); koalaRect.y += koala.velocity.y; for (Rectangle tile : tiles) { if (koalaRect.overlaps(tile)) { // we actually reset the koala y-position here // so it is just below/above the tile we collided with // this removes bouncing :) if (koala.velocity.y > 0) { koala.position.y = tile.y - Koala.HEIGHT; // we hit a block jumping upwards, let's destroy it! TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); layer.setCell((int) tile.x, (int) tile.y, null); } else { koala.position.y = tile.y + tile.height; // if we hit the ground, mark us as grounded so we can jump koala.grounded = true; } koala.velocity.y = 0; break; } } rectPool.free(koalaRect); // unscale the velocity by the inverse delta time and set // the latest position koala.position.add(koala.velocity); koala.velocity.mul(1 / deltaTime); // Apply damping to the velocity on the x-axis so we don't // walk infinitely once a key was pressed koala.velocity.x *= Koala.DAMPING; } private boolean isTouched(float startX, float endX) { // check if any finge is touch the area between startX and endX // startX/endX are given between 0 (left edge of the screen) and 1 (right edge of the screen) for (int i = 0; i < 2; i++) { float x = Gdx.input.getX() / (float) Gdx.graphics.getWidth(); if (Gdx.input.isTouched(i) && (x >= startX && x <= endX)) { return true; } } return false; } private void getTiles(int startX, int startY, int endX, int endY, Array<Rectangle> tiles) { TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(1); rectPool.freeAll(tiles); tiles.clear(); for (int y = startY; y <= endY; y++) { for (int x = startX; x <= endX; x++) { Cell cell = layer.getCell(x, y); if (cell != null) { Rectangle rect = rectPool.obtain(); rect.set(x, y, 1, 1); tiles.add(rect); } } } } private void renderKoala(float deltaTime) { // based on the koala state, get the animation frame TextureRegion frame = null; switch (koala.state) { case Standing: frame = stand.getKeyFrame(koala.stateTime); break; case Walking: frame = walk.getKeyFrame(koala.stateTime); break; case Jumping: frame = jump.getKeyFrame(koala.stateTime); break; } // draw the koala, depending on the current velocity // on the x-axis, draw the koala facing either right // or left SpriteBatch batch = renderer.getSpriteBatch(); batch.begin(); if (koala.facesRight) { batch.draw(frame, koala.position.x, koala.position.y, Koala.WIDTH, Koala.HEIGHT); } else { batch.draw(frame, koala.position.x + Koala.WIDTH, koala.position.y, -Koala.WIDTH, Koala.HEIGHT); } batch.end(); } @Override public void dispose() { } @Override public void resize(int width, int height) { // TODO Auto-generated method stub } @Override public void pause() { // TODO Auto-generated method stub } @Override public void resume() { // TODO Auto-generated method stub } } |
Conclusion
This is a great place to start for creating 2d side scroller games, with pre-built levels very quickly. If you’ve had dreams of re-creating levels from any Mario Brothers games, Duke Nukem, or Commander Keen, or your own unique character, this will help you get up and running very quickly.
Download the source code and assets here(without the project files).