又是一个参数说明的例子,AnimatedSprite已经在前面多次出现,在上一节中我也说明了原理,这Demo就看着对具体细节的学习吧。
首先TiledSprite需要的ITextureRegion为ITiledTextureRegion,区别在于ITiledTextureRegion中包含了多个ITextureRegion,根据索引就可以完成显示范围的切换了。当定义纹理范围时,确认了精灵的大小,和横向、纵向切分的块数,最后这些区域会形成一个区域数组,在AnimatedSprite中调用。
AnimatedSprite中的animate方法是关键,他定义了有哪些图片组成播放的动画,每张图片间隔时间为多长,是否循环播放等等信息。
好了,整个问题就简单了,继续上代码:
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.AnimatedSprite; 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.atlas.bitmap.BuildableBitmapTextureAtlas; import org.andengine.opengl.texture.atlas.bitmap.source.IBitmapTextureAtlasSource; import org.andengine.opengl.texture.atlas.buildable.builder.BlackPawnTextureAtlasBuilder; import org.andengine.opengl.texture.atlas.buildable.builder.ITextureAtlasBuilder.TextureAtlasBuilderException; import org.andengine.opengl.texture.region.TiledTextureRegion; import org.andengine.ui.activity.SimpleBaseGameActivity; import org.andengine.util.debug.Debug; public class AnimatedSpritesExample extends SimpleBaseGameActivity { private static final int CAMERA_WIDTH = 480; private static final int CAMERA_HEIGHT = 320; private BuildableBitmapTextureAtlas mBitmapTextureAtlas; private TiledTextureRegion mSnapdragonTextureRegion; private TiledTextureRegion mHelicopterTextureRegion; private TiledTextureRegion mBananaTextureRegion; private TiledTextureRegion mFaceTextureRegion; @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/"); //可构建的纹理集 this.mBitmapTextureAtlas = new BuildableBitmapTextureAtlas(this.getTextureManager(), 512, 256, TextureOptions.NEAREST); // this.mBitmapTextureAtlas = new BuildableBitmapTextureAtlas(this.getTextureManager(), 512, 256, TextureOptions.BILINEAR); this.mSnapdragonTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "snapdragon_tiled.png", 4, 3); this.mHelicopterTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "helicopter_tiled.png", 2, 2); this.mBananaTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "banana_tiled.png", 4, 2); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_box_tiled.png", 2, 1); try { //构建纹理集,按照BlackPawnTextureAtlasBuilder的设置计算间隔,并回调设置TiledTextureRegion的Tile大小。 this.mBitmapTextureAtlas.build(new BlackPawnTextureAtlasBuilder<IBitmapTextureAtlasSource, BitmapTextureAtlas>(0, 0, 1)); this.mBitmapTextureAtlas.load(); } catch (TextureAtlasBuilderException e) { Debug.e(e); } } @Override public Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); /* Quickly twinkling face. */ final AnimatedSprite face = new AnimatedSprite(100, 50, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); //延时100毫秒,循环播放所有Tile face.animate(100); scene.attachChild(face); /* Continuously flying helicopter. */ final AnimatedSprite helicopter = new AnimatedSprite(320, 50, this.mHelicopterTextureRegion, this.getVertexBufferObjectManager()); //循环播放索引为1-2的Tile,间隔时间分别为100,100 helicopter.animate(new long[] { 100, 100 }, 1, 2, true); scene.attachChild(helicopter); /* Snapdragon. */ final AnimatedSprite snapdragon = new AnimatedSprite(300, 200, this.mSnapdragonTextureRegion, this.getVertexBufferObjectManager()); snapdragon.animate(100); scene.attachChild(snapdragon); /* Funny banana. */ final AnimatedSprite banana = new AnimatedSprite(100, 220, this.mBananaTextureRegion, this.getVertexBufferObjectManager()); banana.animate(100); scene.attachChild(banana); return scene; } }