接着上篇的内容,这个上个例子说的是使用IUpdateHandler进行业务更新,这回的例子是一EntityModifier的方式对业务进行更新。Modifier我们可以分成两种不同类型,一种可以叫做延时类Modifier,主要处理在一定时间段内的实体变化;一直可以叫做容器类Modifier,主要用来组合多个延时类Modifier,并按次序执行他们。容器类Modifier只有实现了三个子类,分别是循环Modifier,顺序Modifier,并行Modifier。
顾名思义,LoopModifier(循环Modifier)是让延时类Modifier循环处理。他的生命周期并不取决于他本身,而取决于他组合的Modifier是否已经执行完成,所以LoopModifier实现了IModifierListener接口,注册于他组合的Modifier中,当Modifier执行完毕后会通知LoopModifier,LoopModifier可以继续循环,也可以立即结束。
SequenceModifier(顺序Modifier)中组合的延时类Modifier会按照先后次序执行。
ParallelModifier(并行Modifier)中组合的延时类Modifier会一起作用于实体。
在延时类Modifier中又分为单值范围Modifier、两值范围Modifier、三值范围Modifier、四值范围Modifier,主要区别发生变化值的数量。例如透明度变化(AlphaModifier)就只需继承单值Modifier;而大小缩放(ScaleModifier)因为涉及X方向和Y方向,则需要两值Modifier。另外,值随时间变化的规则是由IEaseFunction决定的,下面我给出他们的类图:
最后将修改器注册到实体,即可在业务线程中进行修改了。下面上程序:
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.AlphaModifier; import org.andengine.entity.modifier.DelayModifier; import org.andengine.entity.modifier.IEntityModifier.IEntityModifierListener; import org.andengine.entity.modifier.LoopEntityModifier; import org.andengine.entity.modifier.LoopEntityModifier.ILoopEntityModifierListener; import org.andengine.entity.modifier.ParallelEntityModifier; import org.andengine.entity.modifier.RotationByModifier; import org.andengine.entity.modifier.RotationModifier; import org.andengine.entity.modifier.ScaleModifier; import org.andengine.entity.modifier.SequenceEntityModifier; import org.andengine.entity.primitive.Rectangle; 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.region.TiledTextureRegion; import org.andengine.ui.activity.SimpleBaseGameActivity; import org.andengine.util.modifier.IModifier; import org.andengine.util.modifier.LoopModifier; import android.opengl.GLES20; import android.widget.Toast; public class EntityModifierExample extends SimpleBaseGameActivity { private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; private BitmapTextureAtlas mBitmapTextureAtlas; 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/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 64, 32, TextureOptions.BILINEAR); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_box_tiled.png", 0, 0, 2, 1); this.mBitmapTextureAtlas.load(); } @Override public Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2; //画一个矩形 final Rectangle rect = new Rectangle(centerX + 100, centerY, 32, 32, this.getVertexBufferObjectManager()); rect.setColor(1, 0, 0); //画一个动画精灵 final AnimatedSprite face = new AnimatedSprite(centerX - 100, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); face.animate(100); face.setBlendFunction(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); //创建实体修改器,在业务线程中更新实体状态 final LoopEntityModifier entityModifier = new LoopEntityModifier( //EntityModifier的监听,通知LoopEntityModifier的开始和结束 new IEntityModifierListener() { @Override public void onModifierStarted(final IModifier<IEntity> pModifier, final IEntity pItem) { EntityModifierExample.this.runOnUiThread(new Runnable() { @Override public void run() { Toast.makeText(EntityModifierExample.this, "Sequence started.", Toast.LENGTH_SHORT).show(); } }); } @Override public void onModifierFinished(final IModifier<IEntity> pEntityModifier, final IEntity pEntity) { EntityModifierExample.this.runOnUiThread(new Runnable() { @Override public void run() { Toast.makeText(EntityModifierExample.this, "Sequence finished.", Toast.LENGTH_SHORT).show(); } }); } }, 2, //循环的监听,通知每次循环的开始和结束 new ILoopEntityModifierListener() { @Override public void onLoopStarted(final LoopModifier<IEntity> pLoopModifier, final int pLoop, final int pLoopCount) { EntityModifierExample.this.runOnUiThread(new Runnable() { @Override public void run() { Toast.makeText(EntityModifierExample.this, "Loop: '" + (pLoop + 1) + "' of '" + pLoopCount + "' started.", Toast.LENGTH_SHORT).show(); } }); } @Override public void onLoopFinished(final LoopModifier<IEntity> pLoopModifier, final int pLoop, final int pLoopCount) { EntityModifierExample.this.runOnUiThread(new Runnable() { @Override public void run() { Toast.makeText(EntityModifierExample.this, "Loop: '" + (pLoop + 1) + "' of '" + pLoopCount + "' finished.", Toast.LENGTH_SHORT).show(); } }); } }, //循环Modifier中组合的Modifier,先按顺序执行 new SequenceEntityModifier( // new RotationModifier(1, 0, 90), new AlphaModifier(2, 1, 0), new AlphaModifier(1, 0, 1), new ScaleModifier(2, 1, 0.5f), new DelayModifier(0.5f), //并行执行 new ParallelEntityModifier( new ScaleModifier(3, 0.5f, 5), new RotationByModifier(3, 90) ), new ParallelEntityModifier( new ScaleModifier(3, 5, 1), new RotationModifier(3, 180, 0) ) ) ); //注册实体修改器 face.registerEntityModifier(entityModifier); rect.registerEntityModifier(entityModifier.deepCopy()); scene.attachChild(face); scene.attachChild(rect); return scene; } }