AndEngine Example(5):SpriteBatchExample
2014-03-17 20:28
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目标:
1. 了解SpriteBatch
2. 理解DynamicSpriteBatch
3. 两者(SpriteBatch , DynamicSpriteBatch)的区别
4. 绘制多个图形
仔细看一下,发现两者的差别在这里:
实际上就是创建了一个子类必须覆盖的方法。
并且可以决定是否已完成绘制,如果返回true,则表示绘制完成,然后就直接提交了。
如果不采用这种方式,那么就需要自己绘制这些对象,然后提交。
SpriteBatch 的draw有多个重载方法
例如:
draw(this.mFaceTextureRegion, -50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 2, 2, 1, 1, 1, 1);
draw(this.mFaceTextureRegion, 50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 45, 1, 1, 1, 1);
他们两个并不是多一个参数的问题,而是第一个的2,2表示在X,Y轴上放大两倍
而第二个则是表示旋转。
1. 了解SpriteBatch
2. 理解DynamicSpriteBatch
3. 两者(SpriteBatch , DynamicSpriteBatch)的区别
4. 绘制多个图形
package org.andengine.examples; 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.Scene; import org.andengine.entity.scene.background.Background; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.sprite.batch.DynamicSpriteBatch; import org.andengine.entity.sprite.batch.SpriteBatch; import org.andengine.entity.util.FPSLogger; 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; /** * (c) 2010 Nicolas Gramlich * (c) 2011 Zynga * * @author Nicolas Gramlich * @since 14:27:22 - 14.06.2011 */ public class SpriteBatchExample extends SimpleBaseGameActivity { // =========================================================== // Constants // =========================================================== private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; // =========================================================== // Fields // =========================================================== private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; // =========================================================== // Constructors // =========================================================== // =========================================================== // Getter & Setter // =========================================================== // =========================================================== // Methods for/from SuperClass/Interfaces // =========================================================== @Override public EngineOptions onCreateEngineOptions() { 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; final Sprite faceSprite1 = new Sprite(-50, 0, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); final Sprite faceSprite2 = new Sprite(50, 0, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); faceSprite1.setScale(2); faceSprite2.setRotation(45); /* Create the face and add it to the scene. */ final SpriteBatch dynamicSpriteBatch = new DynamicSpriteBatch(this.mBitmapTextureAtlas, 2, this.getVertexBufferObjectManager()) { @Override public boolean onUpdateSpriteBatch() { this.draw(faceSprite1); this.draw(faceSprite2); return true; } }; final SpriteBatch staticSpriteBatch = new SpriteBatch(this.mBitmapTextureAtlas, 2, this.getVertexBufferObjectManager()); staticSpriteBatch.draw(this.mFaceTextureRegion, -50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 2, 2, 1, 1, 1, 1); staticSpriteBatch.draw(this.mFaceTextureRegion, 50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 45, 1, 1, 1, 1); staticSpriteBatch.submit(); dynamicSpriteBatch.setPosition(centerX, centerY - 50); staticSpriteBatch.setPosition(centerX, centerY + 50); scene.attachChild(dynamicSpriteBatch); scene.attachChild(staticSpriteBatch); return scene; } // =========================================================== // Methods // =========================================================== // =========================================================== // Inner and Anonymous Classes // =========================================================== }
仔细看一下,发现两者的差别在这里:
protected abstract boolean onUpdateSpriteBatch(); @Override protected void begin() { super.begin(); if(this.onUpdateSpriteBatch()) { this.submit(); } }
实际上就是创建了一个子类必须覆盖的方法。
并且可以决定是否已完成绘制,如果返回true,则表示绘制完成,然后就直接提交了。
如果不采用这种方式,那么就需要自己绘制这些对象,然后提交。
SpriteBatch 的draw有多个重载方法
例如:
draw(this.mFaceTextureRegion, -50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 2, 2, 1, 1, 1, 1);
draw(this.mFaceTextureRegion, 50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 45, 1, 1, 1, 1);
他们两个并不是多一个参数的问题,而是第一个的2,2表示在X,Y轴上放大两倍
而第二个则是表示旋转。
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