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AndEngine Example(8):PathModifierExample

2014-03-26 00:06 260 查看
目标:

1. 了解场景背景图片的设置RepeatingSpriteBackground

2. 掌握如何使用PathModifier控制精灵的移动

3. 了解如何使用路径Path得到PathModifier

4. Sprite的animate函数,用于选择当前帧的动画

-------------------------------------------------

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.IEntity;
import org.andengine.entity.modifier.LoopEntityModifier;
import org.andengine.entity.modifier.PathModifier;
import org.andengine.entity.modifier.PathModifier.IPathModifierListener;
import org.andengine.entity.modifier.PathModifier.Path;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.RepeatingSpriteBackground;
import org.andengine.entity.sprite.AnimatedSprite;
import org.andengine.entity.util.FPSLogger;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.atlas.bitmap.source.AssetBitmapTextureAtlasSource;
import org.andengine.opengl.texture.region.TiledTextureRegion;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import org.andengine.util.debug.Debug;
import org.andengine.util.modifier.ease.EaseSineInOut;

import android.widget.Toast;

/**
* (c) 2010 Nicolas Gramlich
* (c) 2011 Zynga
*
* @author Nicolas Gramlich
* @since 11:54:51 - 03.04.2010
*/
public class PathModifierExample extends SimpleBaseGameActivity {
// ===========================================================
// Constants
// ===========================================================

private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;

// ===========================================================
// Fields
// ===========================================================

private RepeatingSpriteBackground mGrassBackground;

private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mPlayerTextureRegion;

// ===========================================================
// Constructors
// ===========================================================

// ===========================================================
// Getter & Setter
// ===========================================================

// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================

@Override
public EngineOptions onCreateEngineOptions() {
Toast.makeText(this, "You move my sprite right round, right round...", 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.mGrassBackground = new RepeatingSpriteBackground(CAMERA_WIDTH, CAMERA_HEIGHT, this.getTextureManager(), AssetBitmapTextureAtlasSource.create(this.getAssets(), "gfx/background_grass.png"), this.getVertexBufferObjectManager());

this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 128, 128);
this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4);
this.mBitmapTextureAtlas.load();
}

@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());

final Scene scene = new Scene();
scene.setBackground(this.mGrassBackground);

/* Create the face and add it to the scene. */
final AnimatedSprite player = new AnimatedSprite(10, 10, 48, 64, this.mPlayerTextureRegion, this.getVertexBufferObjectManager());

final Path path = new Path(5).to(10, 10).to(10, CAMERA_HEIGHT - 74).to(CAMERA_WIDTH - 58, CAMERA_HEIGHT - 74).to(CAMERA_WIDTH - 58, 10).to(10, 10);

/* Add the proper animation when a waypoint of the path is passed. */
player.registerEntityModifier(new LoopEntityModifier(new PathModifier(30, path, null, new IPathModifierListener() {
@Override
public void onPathStarted(final PathModifier pPathModifier, final IEntity pEntity) {
Debug.d("onPathStarted");
}

@Override
public void onPathWaypointStarted(final PathModifier pPathModifier, final IEntity pEntity, final int pWaypointIndex) {
Debug.d("onPathWaypointStarted:  " + pWaypointIndex);
switch(pWaypointIndex) {
case 0:
player.animate(new long[]{200, 200, 200}, 6, 8, true);
break;
case 1:
player.animate(new long[]{200, 200, 200}, 3, 5, true);
break;
case 2:
player.animate(new long[]{200, 200, 200}, 0, 2, true);
break;
case 3:
player.animate(new long[]{200, 200, 200}, 9, 11, true);
break;
}
}

@Override
public void onPathWaypointFinished(final PathModifier pPathModifier, final IEntity pEntity, final int pWaypointIndex) {
Debug.d("onPathWaypointFinished: " + pWaypointIndex);
}

@Override
public void onPathFinished(final PathModifier pPathModifier, final IEntity pEntity) {
Debug.d("onPathFinished");
}
}, EaseSineInOut.getInstance())));
scene.attachChild(player);

return scene;
}

// ===========================================================
// Methods
// ===========================================================

// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}


-----------------------------------------

使用RepeatingSpriteBackground的好处是:

使用一张较小的图,通过重复,就可以得到整个背景。

路径构造函数中可以指定路径分为多少段。然后使用to(x,y)来连接到下一个位置

你可以使用一个Point数组,然后

Path path = new Path(points.length);
for(Point point:points) {
path.to(point.x,point.y);
}
这样就得到一个完整的路径了。

PathModifier(float,Path,IEntityModiferListener,IPathModiferListener,IEaseFunction)

para1: 整个路径完成需要的时间

para2: 路径

para3: 修饰器监听

para4: 路径监听器

para5: 可以理解为一个插值器(interpolator)

路径监听器包含4个回调函数:

onPathStarted(...) 整个路径的开始

onPathWaypointStarted(final PathModifier pPathModifier, final IEntity pEntity, final int pWaypointIndex) 某段路径的开始

onPathWaypointFinished(final PathModifier pPathModifier, final IEntity pEntity, final int pWaypointIndex) 某段路径的结束

onPathFinished(...) 整个路径的结束

EaseSineInOut 是一个 IEaseFunction,下一节将重点介绍它。
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