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我正在尝试为我的游戏创建一个背景,给人一种有些事情比其他事情更远的印象。所以可以说我有天空、太阳、一些云和地面。天空和太阳最远,云在中间,地在前面。现在,如果玩家缩放或平移相机,我希望更远的层比更近的层移动得更少,以给人一种它们真的更远的印象(地面移动最多,云移动较少,太阳几乎不移动)就像自动视差的行为方式一样,只是它是一个静态背景,所以除非玩家放大或缩小,否则通常什么都不会移动。

这个概念在愤怒的小鸟中实现,游戏对象(小鸟、猪、积木……),地面在前面,山在中间,天空和云层最远。

现在,如果您了解我要完成的工作,请告诉我如何去做,因为过去几天这让我发疯了,我什至无法将这个概念付诸实施。任何代码也会很棒。

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1 回答 1

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您可以尝试将 Andengine 用于此目的:
http ://www.youtube.com/watch?v=ug5vfys6MIA

另见:http ://www.andengine.org/forums/features/parallaxlayer-t5390.html

实现这样的效果真的很容易,这里有一个例子:

@Override
    public void onLoadResources() {
        BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");

        this.mBitmapTextureAtlas = new BitmapTextureAtlas(256, 128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
        this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4);
        this.mEnemyTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "enemy.png", 73, 0, 3, 4);

        this.mAutoParallaxBackgroundTexture = new BitmapTextureAtlas(1024, 1024, TextureOptions.DEFAULT);
        this.mParallaxLayerFront = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_front.png", 0, 0);
        this.mParallaxLayerBack = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_back.png", 0, 188);
        this.mParallaxLayerMid = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_mid.png", 0, 669);

        this.mEngine.getTextureManager().loadTextures(this.mBitmapTextureAtlas, this.mAutoParallaxBackgroundTexture);
    }

    @Override
    public Scene onLoadScene() {
        this.mEngine.registerUpdateHandler(new FPSLogger());

        final Scene scene = new Scene();
        final AutoParallaxBackground autoParallaxBackground = new AutoParallaxBackground(0, 0, 0, 5);
        autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(0.0f, new Sprite(0, CAMERA_HEIGHT - this.mParallaxLayerBack.getHeight(), this.mParallaxLayerBack)));
        autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-5.0f, new Sprite(0, 80, this.mParallaxLayerMid)));
        autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-10.0f, new Sprite(0, CAMERA_HEIGHT - this.mParallaxLayerFront.getHeight(), this.mParallaxLayerFront)));
        scene.setBackground(autoParallaxBackground);

        /*
         * Calculate the coordinates for the face, so its centered on the camera.
         */
        final int playerX = (CAMERA_WIDTH - this.mPlayerTextureRegion.getTileWidth()) / 2;
        final int playerY = CAMERA_HEIGHT - this.mPlayerTextureRegion.getTileHeight() - 5;

        /* Create two sprits and add it to the scene. */
        final AnimatedSprite player = new AnimatedSprite(playerX, playerY, this.mPlayerTextureRegion);
        player.setScaleCenterY(this.mPlayerTextureRegion.getTileHeight());
        player.setScale(2);
        player.animate(new long[] { 200, 200, 200 }, 3, 5, true);

        final AnimatedSprite enemy = new AnimatedSprite(playerX - 80, playerY, this.mEnemyTextureRegion);
        enemy.setScaleCenterY(this.mEnemyTextureRegion.getTileHeight());
        enemy.setScale(2);
        enemy.animate(new long[] { 200, 200, 200 }, 3, 5, true);

        scene.attachChild(player);
        scene.attachChild(enemy);

        return scene;
    }
于 2012-05-29T11:18:41.313 回答