AndEngine Example(4):SpriteRemoveExample
2014-03-17 15:22
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目标:
1. 了解纹理 BitmapTextureAtlas
2. 纹理区域工场 BitmapTextureAtlasTextureRegionFactory
3. 锁 EngineLock
4. 移除精灵
BitmapTextureAtlas 是一种Texture(纹理)
BitmapTextureAtlas extends TextureAtlas
TextureAtlas<T extends ITextureAtlasSource> extends Texture
(上一篇中使用的是 ITexture 对象,texture = new BitmapTexture(...) 它也是是extends自Texture)
BitmapTextureAtlasTextureRegionFactory
设定AssetBasePath 路径,然后读取下面的"face_box.png" ,变成纹理,然后给mBitmapTextureAtlas,返回的则是一块纹理区域mFaceTextureRegion。
(这样就创建了 纹理 和 纹理区域)。
加锁: 关键区域需要加锁,例如移除精灵
final EngineLock engineLock = this.mEngine.getEngineLock();
engineLock.lock();
...
engineLock.unlock();
移除精灵:
1 先取消精灵与场景的绑定 detachChild
2 回收精灵dispose()
3 将对象置为空 = null
---------------------------------------------------------------------
扩展阅读:
场景 (Scenes)
AndEngine提供了一个场景类来让我们可以进行游戏场景的初始化。
Scenes拥有如下属性:
Scene mParentScene : 每个场景能够拥有可选的父场景
Scene mChildScene :每个场景能够拥有可选的子场景
SmartList<ITouchArea> mTouchAreas: (触碰区域):场景能够知道接收了用户触摸的区域
IOnSceneTouchListener mOnSceneTouchListener: 场景被触摸的监听器
IOnAreaTouchListener mOnAreaTouchListener: 区域被触摸的监听器
RunnableHandler mRunnableHandler: 场景拥有的RunnableHandler.
IBackground mBackground : 每个场景都有背景,它是黑色实心的。
boolean mOnAreaTouchTraversalBackToFront: 是否需要响应触摸事件。
Layers of graphics can be attached to a Scene as children of the Scene.
1. 了解纹理 BitmapTextureAtlas
2. 纹理区域工场 BitmapTextureAtlasTextureRegionFactory
3. 锁 EngineLock
4. 移除精灵
package org.andengine.examples; import org.andengine.engine.Engine.EngineLock; import org.andengine.engine.camera.Camera; import org.andengine.engine.options.EngineOptions; import org.andengine.engine.options.ScreenOrientation; import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.andengine.entity.scene.IOnSceneTouchListener; import org.andengine.entity.scene.Scene; import org.andengine.entity.scene.background.Background; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.util.FPSLogger; import org.andengine.input.touch.TouchEvent; import org.andengine.opengl.texture.TextureOptions; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory; import org.andengine.opengl.texture.region.ITextureRegion; import org.andengine.ui.activity.SimpleBaseGameActivity; import android.widget.Toast; /** * (c) 2010 Nicolas Gramlich * (c) 2011 Zynga * * @author Nicolas Gramlich * @since 11:54:51 - 03.04.2010 */ public class SpriteRemoveExample extends SimpleBaseGameActivity implements IOnSceneTouchListener { // =========================================================== // Constants // =========================================================== private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; // =========================================================== // Fields // =========================================================== private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private Sprite mFaceToRemove; // =========================================================== // Constructors // =========================================================== // =========================================================== // Getter & Setter // =========================================================== // =========================================================== // Methods for/from SuperClass/Interfaces // =========================================================== @Override public EngineOptions onCreateEngineOptions() { Toast.makeText(this, "Touch the screen to safely remove the sprite.", Toast.LENGTH_LONG).show(); final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera); } @Override public void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "face_box.png", 0, 0); this.mBitmapTextureAtlas.load(); } @Override public Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); /* Calculate the coordinates for the face, so its centered on the camera. */ final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2; this.mFaceToRemove = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); scene.attachChild(this.mFaceToRemove); scene.setOnSceneTouchListener(this); return scene; } @Override public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) { if(this.mFaceToRemove == null) { return false; } final EngineLock engineLock = this.mEngine.getEngineLock(); engineLock.lock(); /* Now it is save to remove the entity! */ pScene.detachChild(this.mFaceToRemove); this.mFaceToRemove.dispose(); this.mFaceToRemove = null; engineLock.unlock(); return true; } // =========================================================== // Methods // =========================================================== // =========================================================== // Inner and Anonymous Classes // =========================================================== }
BitmapTextureAtlas 是一种Texture(纹理)
BitmapTextureAtlas extends TextureAtlas
TextureAtlas<T extends ITextureAtlasSource> extends Texture
(上一篇中使用的是 ITexture 对象,texture = new BitmapTexture(...) 它也是是extends自Texture)
BitmapTextureAtlasTextureRegionFactory
设定AssetBasePath 路径,然后读取下面的"face_box.png" ,变成纹理,然后给mBitmapTextureAtlas,返回的则是一块纹理区域mFaceTextureRegion。
(这样就创建了 纹理 和 纹理区域)。
加锁: 关键区域需要加锁,例如移除精灵
final EngineLock engineLock = this.mEngine.getEngineLock();
engineLock.lock();
...
engineLock.unlock();
移除精灵:
1 先取消精灵与场景的绑定 detachChild
2 回收精灵dispose()
3 将对象置为空 = null
---------------------------------------------------------------------
扩展阅读:
场景 (Scenes)
AndEngine提供了一个场景类来让我们可以进行游戏场景的初始化。
Scenes拥有如下属性:
Scene mParentScene : 每个场景能够拥有可选的父场景
Scene mChildScene :每个场景能够拥有可选的子场景
SmartList<ITouchArea> mTouchAreas: (触碰区域):场景能够知道接收了用户触摸的区域
IOnSceneTouchListener mOnSceneTouchListener: 场景被触摸的监听器
IOnAreaTouchListener mOnAreaTouchListener: 区域被触摸的监听器
RunnableHandler mRunnableHandler: 场景拥有的RunnableHandler.
IBackground mBackground : 每个场景都有背景,它是黑色实心的。
boolean mOnAreaTouchTraversalBackToFront: 是否需要响应触摸事件。
Layers of graphics can be attached to a Scene as children of the Scene.
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