libgdx一个完整的处理流程

5.Rtm
public class Rtm extends AndroidApplication

public void onCreate (Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);
  setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
  initialize(new LevelRenderer(), false);
 }
这个是固定模式,一定要initialize,而它自己是个Activity

一定要new一个ApplicationListener
public class LevelRenderer implements ApplicationListener {


产生一个camera,来确定坐标系的位置
 public void create () {
  camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  camera.near = 1;
  camera.far = 2000;

  batch = new SpriteBatch();
  font = new BitmapFont();
  load();
  Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
 }

这个camera很简单
public PerspectiveCamera (float fieldOfView, float viewportWidth, float viewportHeight) {
  this.fieldOfView = fieldOfView;
  this.viewportWidth = viewportWidth;
  this.viewportHeight = viewportHeight;
  update();
 }

 public void update () {
  float aspect = viewportWidth / viewportHeight;
  projection.setToProjection(Math.abs(near), Math.abs(far), fieldOfView, aspect);
  view.setToLookAt(position, tmp.set(position).add(direction), up);
  combined.set(projection);
  Matrix4.mul(combined.val, view.val);
  invProjectionView.set(combined);
  Matrix4.inv(invProjectionView.val);
  frustum.update(invProjectionView);
 }

viewport设置为屏幕大小
投影矩阵设置projection.setToProjection(Math.abs(near), Math.abs(far), fieldOfView, aspect);

fieldOfView: The field of view in degrees,是锥形的倾斜角度


//加载资源
private void load () {
  try {

//瓦
   tiles = new Texture(Gdx.files.internal("data/tiles-3.png"));
   tiles.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Nearest);

   TextureAtlas atlas = new TextureAtlas();
   for (int i = 0; i < 12; i++) {
    TextureRegion region = new TextureRegion(tiles, i % 4 * 64 + 1, i / 4 * 64 + 1, 64, 64);
    atlas.addRegion("" + i, region);
   }
   float uSize = 62.0f / 256.0f;
   float vSize = 62.0f / 256.0f;

//加载了一张地图,没有使用默认的加载mesh的方式,而是采用了map的方式来生成两个mesh
   BufferedReader reader = new BufferedReader(new InputStreamReader(Gdx.files.internal("data/level.map").read()));
   String line = reader.readLine();
   String tokens[] = line.split(",");
   camera.position.set(Float.parseFloat(tokens[0]), 0, Float.parseFloat(tokens[1]));
   int floors = Integer.parseInt(reader.readLine());
   int walls = Integer.parseInt(reader.readLine());
   float[] floorVertices = new float[floors * 20];
   float[] wallVertices = new float[walls * 20];
   short[] floorIndices = new short[floors * 6];
   short[] wallIndices = new short[walls * 6];

   int idx = 0;
   for (int i = 0, j = 0; i < floors; i++) {
    for (int k = 0; k < 4; k++) {
     tokens = reader.readLine().split(",");
     floorVertices[j++] = Float.parseFloat(tokens[0]);
     floorVertices[j++] = Float.parseFloat(tokens[1]);
     floorVertices[j++] = Float.parseFloat(tokens[2]);
     floorVertices[j++] = 0;
     floorVertices[j++] = 0;
    }

    short startIndex = (short)(i * 4);
    floorIndices[idx++] = startIndex;
    floorIndices[idx++] = (short)(startIndex + 1);
    floorIndices[idx++] = (short)(startIndex + 2);
    floorIndices[idx++] = (short)(startIndex + 2);
    floorIndices[idx++] = (short)(startIndex + 3);
    floorIndices[idx++] = startIndex;

    int type = Integer.parseInt(reader.readLine());
    String textureId = reader.readLine();
    TextureRegion region = atlas.findRegion(textureId);
    float u = region.getU();
    float v = region.getV();

    floorVertices[j - 2] = u + uSize;
    floorVertices[j - 1] = v;
    floorVertices[j - 2 - 5] = u + uSize;
    floorVertices[j - 1 - 5] = v + vSize;
    floorVertices[j - 2 - 10] = u;
    floorVertices[j - 1 - 10] = v + vSize;
    floorVertices[j - 2 - 15] = u;
    floorVertices[j - 1 - 15] = v;
   }

   idx = 0;
   short startIndex = 0;
   for (int i = 0, j = 0; i < walls; i++) {
    tokens = reader.readLine().split(",");
    if (!tokens[1].equals("0")) {
     for (int k = 0; k < 4; k++) {
      wallVertices[j++] = Float.parseFloat(tokens[0]);
      wallVertices[j++] = Float.parseFloat(tokens[1]);
      wallVertices[j++] = Float.parseFloat(tokens[2]);
      wallVertices[j++] = 0;
      wallVertices[j++] = 0;
      if (k < 3) tokens = reader.readLine().split(",");
     }

     wallIndices[idx++] = startIndex;
     wallIndices[idx++] = (short)(startIndex + 1);
     wallIndices[idx++] = (short)(startIndex + 2);
     wallIndices[idx++] = (short)(startIndex + 2);
     wallIndices[idx++] = (short)(startIndex + 3);
     wallIndices[idx++] = startIndex;
     startIndex += 4;

     int type = Integer.parseInt(reader.readLine());
     String textureId = reader.readLine();
     TextureRegion region = atlas.findRegion(textureId);
     float u = region.getU();
     float v = region.getV();

     wallVertices[j - 2] = u + uSize;
     wallVertices[j - 1] = v;
     wallVertices[j - 2 - 5] = u + vSize;
     wallVertices[j - 1 - 5] = v + vSize;
     wallVertices[j - 2 - 10] = u;
     wallVertices[j - 1 - 10] = v + vSize;
     wallVertices[j - 2 - 15] = u;
     wallVertices[j - 1 - 15] = v;
    } else {
     reader.readLine();
     reader.readLine();
     reader.readLine();

     int type = Integer.parseInt(reader.readLine());
     int textureId = Integer.parseInt(reader.readLine());
    }
   }

   floorMesh = new Mesh(true, floors * 4, floors * 6,
    new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(
     VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoord"));
   floorMesh.setVertices(floorVertices);
   floorMesh.setIndices(floorIndices);

   wallMesh = new Mesh(true, walls * 4, walls * 6, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"),
    new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoord"));

   wallMesh.setVertices(wallVertices);
   wallMesh.setIndices(wallIndices);

   reader.close();
  } catch (IOException ex) {
   throw new GdxRuntimeException(ex);
  }
 }

 

//渲染
 @Override
 public void render () {
  GL10 gl = Gdx.gl10;


//viewport设置为全屏
  gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
  gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
  gl.glEnable(GL10.GL_DEPTH_TEST);
  gl.glEnable(GL10.GL_TEXTURE_2D);

//应用刚才的投影设置
  camera.update();
  camera.apply(gl);

//绑定纹理
  tiles.bind();
  gl.glColor4f(1, 1, 1, 1);

//绘制mesh
  floorMesh.render(GL10.GL_TRIANGLES);
  wallMesh.render(GL10.GL_TRIANGLES);

  batch.begin();
  batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
//在10,25的地方写一句话
  font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + ", delta:" + Gdx.graphics.getDeltaTime(), 10, 25);
  batch.end();
//处理业务逻辑
  processInput();
 }


//处理业务逻辑
 private void processInput () {
  float delta = Gdx.graphics.getDeltaTime();
//
// if (Gdx.input.isKeyPressed(Keys.ANY_KEY)==false)
// Gdx.app.log("RTM", "No key pressed");

  if (Gdx.input.isKeyPressed(Keys.W)) camera.position.add(camera.direction.tmp().mul(80 * delta));
  if (Gdx.input.isKeyPressed(Keys.S)) camera.position.add(camera.direction.tmp().mul(-80 * delta));
  if (Gdx.input.isKeyPressed(Keys.A)) angle -= 90 * delta;
  if (Gdx.input.isKeyPressed(Keys.D)) angle += 90 * delta;

  if (Gdx.input.isTouched()) {
   float x = Gdx.input.getX();
   float y = Gdx.input.getY();
   if (x > Gdx.graphics.getWidth() / 2 + Gdx.graphics.getWidth() / 4) angle += 90 * delta;
   if (x < Gdx.graphics.getWidth() / 2 - Gdx.graphics.getWidth() / 4) angle -= 90 * delta;
   if (y > Gdx.graphics.getHeight() / 2 + Gdx.graphics.getHeight() / 4)
    camera.position.add(camera.direction.tmp().mul(80 * delta));
   if (y < Gdx.graphics.getHeight() / 2 - Gdx.graphics.getHeight() / 4)
    camera.position.add(camera.direction.tmp().mul(-80 * delta));
  }

  camera.direction.set((float)Math.cos(Math.toRadians(angle)), 0, (float)Math.sin(Math.toRadians(angle)));
 }

 

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