HGE引擎---hgeAnimation动画精灵

  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;
}


HGE引擎---hgeAnimation动画精灵_第1张图片

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