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.TextureRegion;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import org.andengine.util.color.Color;
import android.util.DisplayMetrics;
/**
* 使用SpriteBatch批量绘制Sprite
*/
public class SpriteBatchActivity extends SimpleBaseGameActivity
{
private static int winWidth = 854;
private static int winHeight = 480;
//图片纹理区域
private BitmapTextureAtlas mBitmapTextureAtlas;
private TextureRegion mTextureRegion;
@Override
public EngineOptions onCreateEngineOptions()
{
setScreenDisplay();
Camera camera = new Camera(0, 0, winWidth, winHeight);
EngineOptions engineOptions = new EngineOptions(
true, ScreenOrientation.LANDSCAPE_FIXED,
new RatioResolutionPolicy(winWidth, winHeight),
camera);
return engineOptions;
}
@Override
protected void onCreateResources()
{
//设置图片的路径
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("images/");
mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.DEFAULT);
//后面两个参数是指该纹理加载到纹理区域上的什么位置
mTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBitmapTextureAtlas, this, "face_box.png", 0, 0);
//真正加载
mBitmapTextureAtlas.load();
}
@Override
protected Scene onCreateScene()
{
this.mEngine.registerUpdateHandler(new FPSLogger());
Scene scene = new Scene();
//颜色:真实值/255
scene.setBackground(new Background(new Color(0.6f,0.8f,0.6f)));
final float centerX = (winWidth - mTextureRegion.getWidth()) / 2;
final float centerY = (winHeight - mTextureRegion.getHeight()) / 2;
final Sprite sprite1 = new Sprite(-50, 0, mTextureRegion, this.getVertexBufferObjectManager());
final Sprite sprite2 = new Sprite(-50, 150, mTextureRegion, this.getVertexBufferObjectManager());
//缩放原来的3倍
sprite1.setScale(3);
//精灵中心为轴顺时针方向旋转50度
sprite1.setRotation(50);
/**
* 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。
* 可以使用SpriteBatch批量绘制Sprite,
* SpriteBatch又分为静态的和动态的,把SpriteBatch设想为画布,
* 动态的无需在初始化的时候指定范围,而是根据每个Sprite自身的参数绘制,
* 当需要渲染的时候他会回调onUpdateSpriteBatch让程序更新当时情况设置。
*
* 静态的必须要指定每个Sprite在画布中的绘制位置,长宽,比例,旋转等参数,
* 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。
* 最后,要把SpriteBatch添加到Scene中。
*/
//动态的精灵族
SpriteBatch dynamicSpriteBatch = new DynamicSpriteBatch(mBitmapTextureAtlas,2,this.getVertexBufferObjectManager())
{
/**
* 该方法是一直在循环执行的
*/
@Override
protected boolean onUpdateSpriteBatch()
{
draw(sprite1);
draw(sprite2);
return true;
}
};
//静态精灵组
SpriteBatch staticSpriteBatch = new SpriteBatch(mBitmapTextureAtlas, 2, this.getVertexBufferObjectManager());
//后面的颜色是精灵的背景色
staticSpriteBatch.draw(mTextureRegion, 20, 20, mTextureRegion.getWidth(), mTextureRegion.getHeight(), -45, 1, 1, 1, 1);
staticSpriteBatch.draw(mTextureRegion, 20, 120, mTextureRegion.getWidth(), mTextureRegion.getHeight(), 45, 1, 1, 1, 0.3f);
//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
staticSpriteBatch.submit();
//设置整组精灵的初始位置
dynamicSpriteBatch.setPosition(centerX, centerY);
scene.attachChild(dynamicSpriteBatch);
scene.attachChild(staticSpriteBatch);
return scene;
}
/**
* 设置屏幕大小
*/
private void setScreenDisplay()
{
DisplayMetrics outMetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(outMetrics);
winWidth = outMetrics.widthPixels;
winHeight = outMetrics.heightPixels;
}
}