一如既往,先上代码再说事。
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.Sprite; import org.andengine.entity.sprite.batch.DynamicSpriteBatch; import org.andengine.entity.sprite.batch.SpriteBatch; 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.ITextureRegion; import org.andengine.ui.activity.SimpleBaseGameActivity; public class SpriteBatchExample extends SimpleBaseGameActivity { private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion 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(), 32, 32, TextureOptions.BILINEAR); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "face_box.png", 0, 0); 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)); /* Calculate the coordinates for the face, so its centered on the camera. */ final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2; final Sprite faceSprite1 = new Sprite(-50, 0, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); final Sprite faceSprite2 = new Sprite(50, 0, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); faceSprite1.setScale(2); faceSprite2.setRotation(45); /* Create the face and add it to the scene. */ final SpriteBatch dynamicSpriteBatch = new DynamicSpriteBatch(this.mBitmapTextureAtlas, 2, this.getVertexBufferObjectManager()) { @Override public boolean onUpdateSpriteBatch() { this.draw(faceSprite1); this.draw(faceSprite2); return true; } }; final SpriteBatch staticSpriteBatch = new SpriteBatch(this.mBitmapTextureAtlas, 2, this.getVertexBufferObjectManager()); staticSpriteBatch.draw(this.mFaceTextureRegion, -50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 2, 2, 1, 1, 1, 1); staticSpriteBatch.draw(this.mFaceTextureRegion, 50, 0, this.mFaceTextureRegion.getWidth(), this.mFaceTextureRegion.getHeight(), 45, 1, 1, 1, 1); staticSpriteBatch.submit(); dynamicSpriteBatch.setPosition(centerX, centerY - 50); staticSpriteBatch.setPosition(centerX, centerY + 50); scene.attachChild(dynamicSpriteBatch); scene.attachChild(staticSpriteBatch); return scene; } }
这是Simple中的最后一个例子,说明SpriteBatch的使用,我们知道精灵无非是一个纹理和他对应范围的组合;那精灵族可以直观的把它看成同一纹理对应多个范围的形式。我们可以通过draw方法在其中增加新的显示范围,包括定义其大小方向等等,但是mTexture是不能改变的,相当于同一张图片渲染了多次。例子中提供了动态和静态精灵族两种实现,区别在于动态精灵族无需在初始化的时候指定范围,当需要渲染的时候他会回调onUpdateSpriteBatch让程序更加当时情况设置。切记精灵族的范围添加完成之后一定要提交,这样才能完成渲染,动态的提交写如begin方法里面,我们可以不管。下面给一个SpriteBatch的类图:
好了,也是一个没有太多东西的内容,感觉Android给出的例子还是很贴心的,Simple部分就结束了。下面一部分是Modifier&Animation,讲如何让实体运动起来。