通过hgeAnimation动画精灵类可以实现精灵动画,此处重点说一下构造函数的参数
hgeAnimation( HTEXTURE tex, int nframes, float FPS, float x, float y, float w, float h);
其中:
tex:存放动画的texture,可以通过hge->Texture_Load()加载;注意此处加载的是一个张图片,里面存放了每一帧的动画,如下图:
图中存放了包含20帧动画的图片。
nframes:指定tex中包含的动画帧数,上图即为20;
FPS:动画播放速度,以帧\秒计数;
x:第一帧动画的x坐标,一般为0;
y:第一帧动画的y坐标,一般为0,;
w:每一帧动画的宽度;
h:每一帧动画的高度;
以上图为例,可以如下设置参数:
hgeAnimation* g_animat = new hgeAnimation(g_tex, 20, 20, 0, 0, 139,91);
#include "..\..\include\hge.h"
#include "..\..\include\hgesprite.h"
#include "..\..\include\hgeanim.h"
HGE *hge=0;
HTEXTURE g_tex;
hgeAnimation* g_animat;
// Handle for a sound effect
HEFFECT snd;
// Some "gameplay" variables and constants
float x=100.0f, y=100.0f;
float dx=0.0f, dy=0.0f;
const float speed=90;
const float friction=0.98f;
// This function plays collision sound with
// parameters based on sprite position and speed
void boom() {
int pan=int((x-400)/4);
float pitch=(dx*dx+dy*dy)*0.0005f+0.2f;
hge->Effect_PlayEx(snd,100,pan,pitch);
}
bool FrameFunc()
{
// Get the time elapsed since last call of FrameFunc().
// This will help us to synchronize on different
// machines and video modes.
float dt=hge->Timer_GetDelta();
// Process keys
if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true;
if (hge->Input_GetKeyState(HGEK_LEFT)) dx-=speed*dt;
if (hge->Input_GetKeyState(HGEK_RIGHT)) dx+=speed*dt;
if (hge->Input_GetKeyState(HGEK_UP)) dy-=speed*dt;
if (hge->Input_GetKeyState(HGEK_DOWN)) dy+=speed*dt;
// Do some movement calculations and collision detection
dx*=friction; dy*=friction; x+=dx; y+=dy;
if(x>784) {x=784-(x-784);dx=-dx;boom();}
if(x<16) {x=16+16-x;dx=-dx;boom();}
if(y>584) {y=584-(y-584);dy=-dy;boom();}
if(y<16) {y=16+16-y;dy=-dy;boom();}
g_animat->Update(dt);
// Continue execution
return false;
}
// This function will be called by HGE when
// the application window should be redrawn.
// Put your rendering code here.
bool RenderFunc()
{
// Begin rendering quads.
// This function must be called
// before any actual rendering.
hge->Gfx_BeginScene();
hge->Gfx_Clear(0);
// Clear screen with black color
g_animat->Render(x, y);
// End rendering and update the screen
hge->Gfx_EndScene();
// RenderFunc should always return false
return false;
}
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
// Get HGE interface
hge = hgeCreate(HGE_VERSION);
// Set up log file, frame function, render function and window title
hge->System_SetState(HGE_LOGFILE, "hge_tut02.log");
hge->System_SetState(HGE_FRAMEFUNC, FrameFunc);
hge->System_SetState(HGE_RENDERFUNC, RenderFunc);
hge->System_SetState(HGE_TITLE, "HGE Tutorial 02 - Using input, sound and rendering");
// Set up video mode
hge->System_SetState(HGE_WINDOWED, true);
hge->System_SetState(HGE_SCREENWIDTH, 800);
hge->System_SetState(HGE_SCREENHEIGHT, 600);
hge->System_SetState(HGE_SCREENBPP, 32);
if(hge->System_Initiate())
{
// Load sound and texture
snd=hge->Effect_Load("menu.wav");
g_tex=hge->Texture_Load("fish01_01.png");
if(!snd || !g_tex)
{
// If one of the data files is not found, display
// an error message and shutdown.
MessageBox(NULL, "Can't load MENU.WAV or PARTICLES.PNG", "Error", MB_OK | MB_ICONERROR | MB_APPLMODAL);
hge->System_Shutdown();
hge->Release();
return 0;
}
g_animat = new hgeAnimation(g_tex, 20, 20, 0, 0, 139,91);
//g_animat->SetColor(0xFFFFA000);
//g_animat->SetBlendMode(BLEND_COLORMUL | BLEND_ALPHAADD | BLEND_NOZWRITE);
g_animat->SetSpeed(10);
g_animat->Play();
// Let's rock now!
hge->System_Start();
// Free loaded texture and sound
hge->Effect_Free(snd);
}
else MessageBox(NULL, hge->System_GetErrorMessage(), "Error", MB_OK | MB_ICONERROR | MB_SYSTEMMODAL);
// Clean up and shutdown
delete g_animat;
hge->System_Shutdown();
hge->Release();
return 0;
}