libgdx 打飞机游戏实现第二讲 英雄主战机实现

我们的英雄,实现一个一般动画,和一个炸掉时的动画,继承自Actor 目的为使用action来实现更换动画。

实现一个Rectangle getrectangle() 来提供接口来获取英雄的检测边界。相对简单,今天就写到这里了,源码如下:

到完成时,会将完整的工程发布出来。



package com.example.gamedemo;



import android.util.Log;


import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pools;


public class Hero extends Actor {


Animation hreo;
float stateTime = 0f;
TextureRegion Draw;
private int status = eIsRuning;
static final public int eIsOvering = 1;
static final public int eIsPause = 2;
static final public int eIsRuning = 3;
static final public int eIsOver = 4;
Animation hreoOver;


public Hero(float df, Array<TextureRegion> Texturelist,
Array<TextureRegion> TextureOverlist) {
// TODO Auto-generated constructor stub
super();
hreo = new Animation(df, Texturelist);
hreoOver = new Animation(0.16f, TextureOverlist);
}


@Override
public void act(float delta) {
// TODO Auto-generated method stub
super.act(delta);
stateTime += delta;
if (status == eIsRuning) {
Draw = hreo.getKeyFrame(stateTime, true);
} else if (status == eIsOvering) {
Draw = hreoOver.getKeyFrame(stateTime, false);
Log.i("isGameOver", stateTime + "--" + hreoOver.isAnimationFinished(stateTime));
if (hreoOver.isAnimationFinished(stateTime)) {
status = eIsOver;
}
}


}


public void setStatus(int Status) {
status = Status;
if (status == eIsOvering) {
stateTime = 0; // 清除,开始计算over动画
}
}


public boolean isOver() {
return status == eIsOver;
}


@Override
public void draw(SpriteBatch batch, float parentAlpha) {
// TODO Auto-generated method stub
super.draw(batch, parentAlpha);
batch.draw(Draw, getX(), getY());
}


public Rectangle getrectangle() {
Rectangle Tmp = Pools.obtain(Rectangle.class);
Tmp.set(getX() + 28, getY() + 28, 38, 92 - 8);// 去掉周边因素
return Tmp;


}


}

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