人生写的第一个Android游戏,名字为炸弹专家,可以在github上找到。https://github.com/zl-leaf/BombExpert。各位欢迎吐嘈。
这个游戏使用的是AndEngine的库,链接为 https://github.com/nicolasgramlich/AndEngine,另外还带有其他的库和Example。要用这个库来写游戏,有第一件事情当然是要搞清楚怎么用这些库了。下面就简单的说一下我对AndEngine提供的其中一个例子的理解。
首先用github下载代码AndEngine和其他库以及Example,如图
与AndEngine相关的库
AndEngine的例子
导入到Eclipse里面,运行(建议用真机运行,因为虚拟机好像有些问题)。
下面要说的代码来自于AndEngineExamples中的一个例子,org.andengine.examples.game.racer里面的RacerGameActivity。
代码如下
package org.andengine.examples.game.racer; import org.andengine.engine.camera.Camera; import org.andengine.engine.camera.hud.controls.AnalogOnScreenControl; import org.andengine.engine.camera.hud.controls.AnalogOnScreenControl.IAnalogOnScreenControlListener; import org.andengine.engine.camera.hud.controls.BaseOnScreenControl; import org.andengine.engine.options.EngineOptions; import org.andengine.engine.options.ScreenOrientation; import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.andengine.entity.primitive.Rectangle; import org.andengine.entity.scene.Scene; import org.andengine.entity.scene.background.Background; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.sprite.TiledSprite; import org.andengine.entity.util.FPSLogger; import org.andengine.extension.physics.box2d.FixedStepPhysicsWorld; import org.andengine.extension.physics.box2d.PhysicsConnector; import org.andengine.extension.physics.box2d.PhysicsFactory; import org.andengine.extension.physics.box2d.PhysicsWorld; import org.andengine.extension.physics.box2d.util.Vector2Pool; 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.opengl.texture.region.TiledTextureRegion; import org.andengine.opengl.vbo.VertexBufferObjectManager; import org.andengine.ui.activity.SimpleBaseGameActivity; import org.andengine.util.math.MathUtils; import android.opengl.GLES20; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.FixtureDef; /** * (c) 2010 Nicolas Gramlich * (c) 2011 Zynga * * @author Nicolas Gramlich * @since 22:43:20 - 15.07.2010 */ public class RacerGameActivity extends SimpleBaseGameActivity { // =========================================================== // Constants // =========================================================== private static final int RACETRACK_WIDTH = 64; private static final int OBSTACLE_SIZE = 16; private static final int CAR_SIZE = 16; private static final int CAMERA_WIDTH = RACETRACK_WIDTH * 5; private static final int CAMERA_HEIGHT = RACETRACK_WIDTH * 3; // =========================================================== // Fields // =========================================================== private Camera mCamera; private BitmapTextureAtlas mVehiclesTexture; private TiledTextureRegion mVehiclesTextureRegion; private BitmapTextureAtlas mBoxTexture; private ITextureRegion mBoxTextureRegion; private BitmapTextureAtlas mRacetrackTexture; private ITextureRegion mRacetrackStraightTextureRegion; private ITextureRegion mRacetrackCurveTextureRegion; private BitmapTextureAtlas mOnScreenControlTexture; private ITextureRegion mOnScreenControlBaseTextureRegion; private ITextureRegion mOnScreenControlKnobTextureRegion; private Scene mScene; private PhysicsWorld mPhysicsWorld; private Body mCarBody; private TiledSprite mCar; // =========================================================== // Constructors // =========================================================== // =========================================================== // Getter & Setter // =========================================================== // =========================================================== // Methods for/from SuperClass/Interfaces // =========================================================== @Override public EngineOptions onCreateEngineOptions() { this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), this.mCamera); } @Override public void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mVehiclesTexture = new BitmapTextureAtlas(this.getTextureManager(), 128, 16, TextureOptions.BILINEAR); this.mVehiclesTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mVehiclesTexture, this, "vehicles.png", 0, 0, 6, 1); this.mVehiclesTexture.load(); this.mRacetrackTexture = new BitmapTextureAtlas(this.getTextureManager(), 128, 256, TextureOptions.REPEATING_NEAREST); this.mRacetrackStraightTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mRacetrackTexture, this, "racetrack_straight.png", 0, 0); this.mRacetrackCurveTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mRacetrackTexture, this, "racetrack_curve.png", 0, 128); this.mRacetrackTexture.load(); this.mOnScreenControlTexture = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR); this.mOnScreenControlBaseTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mOnScreenControlTexture, this, "onscreen_control_base.png", 0, 0); this.mOnScreenControlKnobTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mOnScreenControlTexture, this, "onscreen_control_knob.png", 128, 0); this.mOnScreenControlTexture.load(); this.mBoxTexture = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR); this.mBoxTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBoxTexture, this, "box.png", 0, 0); this.mBoxTexture.load(); } @Override public Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); this.mScene = new Scene(); this.mScene.setBackground(new Background(0, 0, 0)); this.mPhysicsWorld = new FixedStepPhysicsWorld(30, new Vector2(0, 0), false, 8, 1); this.initRacetrack(); this.initRacetrackBorders(); this.initCar(); this.initObstacles(); this.initOnScreenControls(); this.mScene.registerUpdateHandler(this.mPhysicsWorld); return this.mScene; } @Override public void onGameCreated() { } // =========================================================== // Methods // =========================================================== private void initOnScreenControls() { final AnalogOnScreenControl analogOnScreenControl = new AnalogOnScreenControl(0, CAMERA_HEIGHT - this.mOnScreenControlBaseTextureRegion.getHeight(), this.mCamera, this.mOnScreenControlBaseTextureRegion, this.mOnScreenControlKnobTextureRegion, 0.1f, this.getVertexBufferObjectManager(), new IAnalogOnScreenControlListener() { @Override public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY) { final Body carBody = RacerGameActivity.this.mCarBody; final Vector2 velocity = Vector2Pool.obtain(pValueX * 5, pValueY * 5); carBody.setLinearVelocity(velocity); Vector2Pool.recycle(velocity); final float rotationInRad = (float)Math.atan2(-pValueX, pValueY); carBody.setTransform(carBody.getWorldCenter(), rotationInRad); RacerGameActivity.this.mCar.setRotation(MathUtils.radToDeg(rotationInRad)); } @Override public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl) { /* Nothing. */ } }); analogOnScreenControl.getControlBase().setBlendFunction(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); analogOnScreenControl.getControlBase().setAlpha(0.5f); // analogOnScreenControl.getControlBase().setScaleCenter(0, 128); // analogOnScreenControl.getControlBase().setScale(0.75f); // analogOnScreenControl.getControlKnob().setScale(0.75f); analogOnScreenControl.refreshControlKnobPosition(); this.mScene.setChildScene(analogOnScreenControl); } private void initCar() { this.mCar = new TiledSprite(20, 20, CAR_SIZE, CAR_SIZE, this.mVehiclesTextureRegion, this.getVertexBufferObjectManager()); this.mCar.setCurrentTileIndex(0); final FixtureDef carFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f); this.mCarBody = PhysicsFactory.createBoxBody(this.mPhysicsWorld, this.mCar, BodyType.DynamicBody, carFixtureDef); this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(this.mCar, this.mCarBody, true, false)); this.mScene.attachChild(this.mCar); } private void initObstacles() { this.addObstacle(CAMERA_WIDTH / 2, RACETRACK_WIDTH / 2); this.addObstacle(CAMERA_WIDTH / 2, RACETRACK_WIDTH / 2); this.addObstacle(CAMERA_WIDTH / 2, CAMERA_HEIGHT - RACETRACK_WIDTH / 2); this.addObstacle(CAMERA_WIDTH / 2, CAMERA_HEIGHT - RACETRACK_WIDTH / 2); } private void addObstacle(final float pX, final float pY) { final Sprite box = new Sprite(pX, pY, OBSTACLE_SIZE, OBSTACLE_SIZE, this.mBoxTextureRegion, this.getVertexBufferObjectManager()); final FixtureDef boxFixtureDef = PhysicsFactory.createFixtureDef(0.1f, 0.5f, 0.5f); final Body boxBody = PhysicsFactory.createBoxBody(this.mPhysicsWorld, box, BodyType.DynamicBody, boxFixtureDef); boxBody.setLinearDamping(10); boxBody.setAngularDamping(10); this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(box, boxBody, true, true)); this.mScene.attachChild(box); } private void initRacetrack() { // Straights { final ITextureRegion racetrackHorizontalStraightTextureRegion = this.mRacetrackStraightTextureRegion.deepCopy(); racetrackHorizontalStraightTextureRegion.setTextureWidth(3 * this.mRacetrackStraightTextureRegion.getWidth()); final ITextureRegion racetrackVerticalStraightTextureRegion = this.mRacetrackStraightTextureRegion; // Top Straight this.mScene.attachChild(new Sprite(RACETRACK_WIDTH, 0, 3 * RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackHorizontalStraightTextureRegion, this.getVertexBufferObjectManager())); // Bottom Straight this.mScene.attachChild(new Sprite(RACETRACK_WIDTH, CAMERA_HEIGHT - RACETRACK_WIDTH, 3 * RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackHorizontalStraightTextureRegion, this.getVertexBufferObjectManager())); // Left Straight final Sprite leftVerticalStraight = new Sprite(0, RACETRACK_WIDTH, RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackVerticalStraightTextureRegion, this.getVertexBufferObjectManager()); leftVerticalStraight.setRotation(90); this.mScene.attachChild(leftVerticalStraight); // Right Straight final Sprite rightVerticalStraight = new Sprite(CAMERA_WIDTH - RACETRACK_WIDTH, RACETRACK_WIDTH, RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackVerticalStraightTextureRegion, this.getVertexBufferObjectManager()); rightVerticalStraight.setRotation(90); this.mScene.attachChild(rightVerticalStraight); } // Edges { final ITextureRegion racetrackCurveTextureRegion = this.mRacetrackCurveTextureRegion; // Upper Left final Sprite upperLeftCurve = new Sprite(0, 0, RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackCurveTextureRegion, this.getVertexBufferObjectManager()); upperLeftCurve.setRotation(90); this.mScene.attachChild(upperLeftCurve); // Upper Right final Sprite upperRightCurve = new Sprite(CAMERA_WIDTH - RACETRACK_WIDTH, 0, RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackCurveTextureRegion, this.getVertexBufferObjectManager()); upperRightCurve.setRotation(180); this.mScene.attachChild(upperRightCurve); // Lower Right final Sprite lowerRightCurve = new Sprite(CAMERA_WIDTH - RACETRACK_WIDTH, CAMERA_HEIGHT - RACETRACK_WIDTH, RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackCurveTextureRegion, this.getVertexBufferObjectManager()); lowerRightCurve.setRotation(270); this.mScene.attachChild(lowerRightCurve); // Lower Left final Sprite lowerLeftCurve = new Sprite(0, CAMERA_HEIGHT - RACETRACK_WIDTH, RACETRACK_WIDTH, RACETRACK_WIDTH, racetrackCurveTextureRegion, this.getVertexBufferObjectManager()); this.mScene.attachChild(lowerLeftCurve); } } private void initRacetrackBorders() { final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager(); final Rectangle bottomOuter = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle topOuter = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle leftOuter = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle rightOuter = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle bottomInner = new Rectangle(RACETRACK_WIDTH, CAMERA_HEIGHT - 2 - RACETRACK_WIDTH, CAMERA_WIDTH - 2 * RACETRACK_WIDTH, 2, vertexBufferObjectManager); final Rectangle topInner = new Rectangle(RACETRACK_WIDTH, RACETRACK_WIDTH, CAMERA_WIDTH - 2 * RACETRACK_WIDTH, 2, vertexBufferObjectManager); final Rectangle leftInner = new Rectangle(RACETRACK_WIDTH, RACETRACK_WIDTH, 2, CAMERA_HEIGHT - 2 * RACETRACK_WIDTH, vertexBufferObjectManager); final Rectangle rightInner = new Rectangle(CAMERA_WIDTH - 2 - RACETRACK_WIDTH, RACETRACK_WIDTH, 2, CAMERA_HEIGHT - 2 * RACETRACK_WIDTH, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, bottomOuter, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, topOuter, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, leftOuter, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, rightOuter, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, bottomInner, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, topInner, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, leftInner, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, rightInner, BodyType.StaticBody, wallFixtureDef); this.mScene.attachChild(bottomOuter); this.mScene.attachChild(topOuter); this.mScene.attachChild(leftOuter); this.mScene.attachChild(rightOuter); this.mScene.attachChild(bottomInner); this.mScene.attachChild(topInner); this.mScene.attachChild(leftInner); this.mScene.attachChild(rightInner); } // =========================================================== // Inner and Anonymous Classes // =========================================================== }这个类继承了SimpleBaseGameActivity(由AndEngine提供),然后要重写四个方法onCreateEngineOptions()、onCreateResources()、onCreateScene()、onGameCreated()。
onCreateEngineOptions()里面要设置Engine的参数,基本照着写就可以了(如果要用到声音的话要加一些东西,之后说)。
onCreateResources()是加载资源。首先说一下BitmapTextureAtlas和ITextureRegion。
BitmapTextureAtlas,可以理解成一块画布,ITextureRegion则是画布上的图形。
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mVehiclesTexture = new BitmapTextureAtlas(this.getTextureManager(), 128, 16, TextureOptions.BILINEAR); this.mVehiclesTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mVehiclesTexture, this, "vehicles.png", 0, 0, 6, 1); this.mVehiclesTexture.load();
以这段代码为例。首先设定图片资源的路径是gfx(就是项目的assets/gfx)
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
新建一个宽高为128X16的BitmapTextureAtlasm VehiclesTexture
this.mVehiclesTexture = new BitmapTextureAtlas(this.getTextureManager(), 128, 16, TextureOptions.BILINEAR);
在画布VehiclesTexture上画图
this.mVehiclesTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mVehiclesTexture, this, "vehicles.png", 0, 0, 6, 1);vehicles.png图片如下
,图的大小为96X16,然后画布的大小一定要比图片大而且是2的整数倍(不知道为什么),所以新建VehiclesTexture的大小为128X16。
createTiledFromAsset里面的参数我是这么理解的,在VehiclesTexture上起点为(0,0)处画图vehicles.png,该图片可以以一行6列的格式分成6张小图。
加载画布和画布上面的图片
this.mVehiclesTexture.load();同样道理加载其他图片资源。
onCreateScene(),创造游戏的场景(Scene,一改可以理解成是游戏的容器或者背景吧)。
新建一个物理环境
this.mPhysicsWorld = new FixedStepPhysicsWorld(30, new Vector2(0, 0), false, 8, 1);里面的参数意思可以自己查(因为有一两个我不是很理解)
然后就是要往Sence里面添加精灵(Sprite,可以理解成是一个单元,就像游戏中一个人物,一只怪物)。
最后注册物理环境
this.mScene.registerUpdateHandler(this.mPhysicsWorld);
下面以initCar()和initOnScreenControls()里面的代码来说一下
新建一个TiledSprite mCar,初始位置为(20,20),宽高为CAR_SIZEXCAR_SIZE的精灵,选用mVehiclesTextureRegion作为图片。
this.mCar = new TiledSprite(20, 20, CAR_SIZE, CAR_SIZE, this.mVehiclesTextureRegion, this.getVertexBufferObjectManager());并且使用 mVehiclesTextureRegion中的第0个图案。(还记得之前设定好mVehiclesTextureRegion包含1行6列的小图不?现在用第0个)
this.mCar.setCurrentTileIndex(0);生成一个实体作为车子(mCar)的身体
final FixtureDef carFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f); this.mCarBody = PhysicsFactory.createBoxBody(this.mPhysicsWorld, this.mCar, BodyType.DynamicBody, carFixtureDef);把车子(mCar)和车身(mCarBody)绑定在一起
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(this.mCar, this.mCarBody, true, false));在场景(Scene)中添加这一车子
this.mScene.attachChild(this.mCar);这样一个initCar()就完成了。
下面是initOnScreenControls(),控制按钮的制作。
用mOnScreenControlBaseTextureRegion(操控按钮方向的那张图片)和mOnScreenControlKnobTextureRegion(那个圆圆的摇杆图片)制作AnalogOnScreenControl analogOnScreenControl,位于画面的(0, CAMERA_HEIGHT -this.mOnScreenControlBaseTextureRegion.getHeight())处。
覆写onControlChange方法,当摇杆移动的时候车子运动。
final AnalogOnScreenControl analogOnScreenControl = new AnalogOnScreenControl(0, CAMERA_HEIGHT - this.mOnScreenControlBaseTextureRegion.getHeight(), this.mCamera, this.mOnScreenControlBaseTextureRegion, this.mOnScreenControlKnobTextureRegion, 0.1f, this.getVertexBufferObjectManager(), new IAnalogOnScreenControlListener() { @Override public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY) { final Body carBody = RacerGameActivity.this.mCarBody; final Vector2 velocity = Vector2Pool.obtain(pValueX * 5, pValueY * 5); carBody.setLinearVelocity(velocity); Vector2Pool.recycle(velocity); final float rotationInRad = (float)Math.atan2(-pValueX, pValueY); carBody.setTransform(carBody.getWorldCenter(), rotationInRad); RacerGameActivity.this.mCar.setRotation(MathUtils.radToDeg(rotationInRad)); } @Override public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl) { /* Nothing. */ } });
然后就是各种注册,添加到Scene中
analogOnScreenControl.getControlBase().setBlendFunction(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); analogOnScreenControl.getControlBase().setAlpha(0.5f); analogOnScreenControl.refreshControlKnobPosition(); this.mScene.setChildScene(analogOnScreenControl);这样操控按钮就完成了。
onGameCreated()是当所有加载渲染都搞定之后运行的方法,这里没有任何操作,所以空空的。
解说到此结束,这是我写的第一篇这么长的博文了,有些地方直接省略了,如果我说的有问题或者有疑问欢迎吐嘈一下