第四个例子讲述了曲线的作用 制作一些RoadPoint时 会用到 让一个图片对象按照曲线运行 代码如下GameApp.cpp:
#include#include #include #include #include #include #include "GameApp.h" GameApp::GameApp() { mFont = NULL; mSpline = NULL; mTexBg = NULL; mTexPlane = NULL; mBg = NULL; mPlane = NULL; } GameApp::~GameApp() { } void GameApp::Create() { mFont = new JLBFont("f3", 16, true); mSpline = new JSpline(); // Load spline and scale it down a little bit because the mSpline->Load("sample.spl", 0.60f, 0.56f); // spline was originally created for 800x600 size screen. mSpline->GeneratePixels(); // Generate all the points on the spline. //加载曲线 根据曲线文件加载 文件中定义了很多路点 自动通过GeneratePixels算出曲线每个点的值 需要缩放一下 JRenderer* renderer = JRenderer::GetInstance(); mTexBg = renderer->LoadTexture("bg.jpg"); mBg = new JQuad(mTexBg, 0, 0, SCREEN_WIDTH_F, SCREEN_HEIGHT_F); mTexPlane = renderer->LoadTexture("sprites.png"); // Load the plane and set up the animation frames. mPlane = new JGameObject(mTexPlane, 1, 1, 63, 63);//根据第一个图片位置设置第一个Frame mPlane->AddFrame(1,65,63,63,1000);//中间的Frame mPlane->AddFrame(1,129,63,63,3000);//最后的Frame mPlane->SetHotSpot(32, 32);//设置中心 mPlane->SetRenderFlags(RENDER_FLAG_ANGLE); // Make the plane facing the direction it is moving to. //使飞机可以旋转 mIndex = 0; mCounter = 0.0; Point pt; mSpline->GetPixel(pt, mIndex);//获取第0-index点的坐标Point mPlane->SetPosition(pt.x, pt.y);//设置飞机的坐标 mSpline->GetPixel(pt, mIndex+1);//获取下一个1-index点的坐标Point mPlane->SetDirection(pt.x, pt.y);//设置方向为从0-index坐标指向1-index坐标 mShowSpline = false;//不显示曲线 } void GameApp::Destroy() { SAFE_DELETE(mFont); SAFE_DELETE(mSpline); SAFE_DELETE(mTexBg); SAFE_DELETE(mTexPlane); SAFE_DELETE(mBg); SAFE_DELETE(mPlane); } void GameApp::Update() { JGE* engine = JGE::GetInstance(); if (engine->GetButtonClick(PSP_CTRL_TRIANGLE)) // do a screen shot when the TRIANGLE button is pressed { char s[80]; sprintf(s, "ms0:/screenshot.png"); JRenderer::GetInstance()->ScreenShot(s); } if (engine->GetButtonClick(PSP_CTRL_CROSS)) // exit when the CROSS button is pressed { engine->End(); return; } if (engine->GetButtonClick(PSP_CTRL_CIRCLE)) { mShowSpline = !mShowSpline; } float dt = engine->GetDelta();//获取引擎运行的时间Delta mPlane->Update(dt);//将飞机更新到Delta时间应该显示的图片 mCounter += 100*dt;//根据运行的时间来设置当前应该显示的位置 根据执行频率*100 比如1毫秒刷新一次 则略过0.1个index int curr = (int) mCounter; if (mIndex != curr) // Update position of the plane { if (curr >= mSpline->GetPixelCount())//如果当前的运行次数>了整个曲线的index点的次数 回到起始点 { mCounter = 0.0f; curr = 0; } mIndex = curr;//赋当前的index位置的值 Point pt; mSpline->GetPixel(pt, mIndex);//取得index所在的点 mPlane->SetPosition(pt.x, pt.y);//设置飞机 mSpline->GetPixel(pt, mIndex+1);//取得index+1的点 mPlane->SetDirection(pt.x, pt.y);//从index指向index+1的方向 } //Update方式是不断循环来执行 无限循环 直到按了叉键 } void GameApp::Render() { JRenderer* renderer = JRenderer::GetInstance(); renderer->RenderQuad(mBg, 0, 0); mFont->SetColor(ARGB(255,255,255,255)); mFont->DrawString("Press O to show spline", 5.0f, 130.0f, JGETEXT_LEFT); if (mShowSpline) mSpline->Render(0, 0);//封装了整个绘制曲线的方法Render一下 mPlane->Render();//Render一下飞机 飞机的Sprite方法好像有问题 不能动态显示当前祯 这几个例子都有点小问题 质量不高= =! Sleep(1); } void GameApp::Pause() { } void GameApp::Resume() { }