• AndEngine学习 : AnimatedSpritesExample(动画)


    // 代码一目了然,注释写的很清楚,我就不多说废话了
    // 图片:

    banana_tiled.png

    face_box_tiled.png

    helicopter_tiled.png

    snapdragon_tiled.png


    // 以上是需要的图片,都放到工程目录下的assets/gfx目录下

    public
    class AnimatedSpritesActivity extends BaseGameActivity
    {
    // Constants
    private static final int CAMERA_WIDTH = 480;
    private static final int CAMERA_HEIGHT = 320;

    // Fields
    private Camera mCamera;

    // 我们要把上边提到的几张图片加载到mBitmapTextureAtlas上
    // 然后mSnapdragonTextureRegion,mHelicopterTextureRegion,mBananaTextureRegion和mFaceTextureRegion
    // 各自从mBitmapTextureAtlas上截取自己需要的
    private BitmapTextureAtlas mBitmapTextureAtlas;

    private TiledTextureRegion mSnapdragonTextureRegion;
    private TiledTextureRegion mHelicopterTextureRegion;
    private TiledTextureRegion mBananaTextureRegion;
    private TiledTextureRegion mFaceTextureRegion;

    public Engine onLoadEngine()
    {
    this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
    return new Engine(new EngineOptions(true,
    ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT),
    this.mCamera));
    }

    public void onLoadResources()
    {
    // 想象一下mBitmapTextureAtlas是一张大画布,我们在上边画画,画了四张图片,每张是一个TextureRegion
    // 由于三个图片的大小为:
    // snapdragon_tiled.png : 400 X 180
    // bana_tiled.png : 132 X 70
    // face_box_tiled.png : 64 X 32
    // helicopter_tiled.png : 96 X 84
    // 故总共为 (400 + 132 + 64 + 96) X (180,70, 32, 84中的较大者) = 692 X 180
    // 因为长和宽必须为2的幂次,所以我们取1024 X 256

    this.mBitmapTextureAtlas = new BitmapTextureAtlas(1024, 256, TextureOptions.BILINEAR);

    // 设置png的起始路径,我们把所有的图片都放到了assets/gfx下边
    BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");

    // 分别取四个动画的区域
    // 解释一下创建mSnapdragonTextureRegion时的参数0,0,4,3,
    // 其中的0,0代表该区域在mBitmapTextureAtlas中的起始位置
    // 我们需要设置该位置,使四个TextureRegion不重叠
    // 同样,想象一下mBitmapTextureAtlas是一张大画布,我们在上边画画,画了四张图片,每张是一个TextureRegion
    // 下边解释4,3
    // 4代表列数,3代表行数
    // 观察一下图片就可以看见,snapdragon_tiled.png这幅图片是分了3行4列的
    this.mSnapdragonTextureRegion =
    BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(
    this.mBitmapTextureAtlas,
    this,
    "snapdragon_tiled.png",
    0, 0, 4, 3);

    this.mHelicopterTextureRegion =
    BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(
    this.mBitmapTextureAtlas,
    this,
    "helicopter_tiled.png",
    400, 0, 2, 2);
    this.mBananaTextureRegion =
    BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(
    this.mBitmapTextureAtlas,
    this,
    "banana_tiled.png",
    496, 0, 4, 2);
    this.mFaceTextureRegion =
    BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(
    this.mBitmapTextureAtlas,
    this,
    "face_box_tiled.png",
    628, 0, 2, 1);

    this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
    }

    public Scene onLoadScene()
    {
    final Scene scene = new Scene();
    scene.setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));

    /* Quickly twinkling face. */
    final AnimatedSprite face = new AnimatedSprite(100, 50, this.mFaceTextureRegion);
    face.animate(100);
    scene.attachChild(face);

    /* Continuously flying helicopter. */
    final AnimatedSprite helicopter = new AnimatedSprite(320, 50, this.mHelicopterTextureRegion);
    helicopter.animate(new long[] { 100, 100 }, 1, 2, true);
    scene.attachChild(helicopter);

    /* Snapdragon. */
    final AnimatedSprite snapdragon = new AnimatedSprite(300, 200, this.mSnapdragonTextureRegion);
    snapdragon.animate(100);
    scene.attachChild(snapdragon);

    /* Funny banana. */
    final AnimatedSprite banana = new AnimatedSprite(100, 220, this.mBananaTextureRegion);
    banana.animate(100);
    scene.attachChild(banana);

    return scene;
    }

    public void onLoadComplete()
    {

    }

    }
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  • 原文地址:https://www.cnblogs.com/xiaobo68688/p/2229766.html
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