3

例子

嗨,我的名字是 Jonas,我正在上一门 Android 编程的大学课程。我总是不得不采取艰难的方式去 AndEngine。

在上图中,您可以看到我正在使用具有三层的视差背景。我正在制作一个横向卷轴,因此底部带有蓝色线条的冰轨正在滚动。我想为这张图片制作动画并将其放在轨道上。

我想要动画的图片

当我在为背景中的两个人设置动画时加载它时,模拟器将以相同的方式进行动画处理,并在屏幕一角向我显示图片的一个小三角形。一张有效的动画图片是这样的:

(有效的图片。)

我的马动画图片是大还是我做错了什么。我在互联网上找不到太多关于这个问题的信息!我真的很感激我能得到的所有帮助!

这是我的代码示例,我知道它是 andEngine 示例的盗版,但我是来学习的。

package com.example.towerofhanoi;

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.AutoParallaxBackground;
import org.andengine.entity.scene.background.ParallaxBackground.ParallaxEntity;
import org.andengine.entity.sprite.AnimatedSprite;
import org.andengine.entity.sprite.Sprite;
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.ITextureRegion;
import org.andengine.opengl.texture.region.TiledTextureRegion;
import org.andengine.opengl.vbo.VertexBufferObjectManager;
import org.andengine.ui.activity.SimpleBaseGameActivity;

/**
 * (c) 2010 Nicolas Gramlich
 *
 * @author Nicolas Gramlich
 * @since 19:58:39 - 19.07.2010
 */
public class MainActivity extends SimpleBaseGameActivity {
// ===========================================================
// Constants
// ===========================================================

private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;

// ===========================================================
// Fields
// ===========================================================

private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mPlayerTextureRegion;
private TiledTextureRegion mEnemyTextureRegion;

private BitmapTextureAtlas mAutoParallaxBackgroundTexture;

private ITextureRegion mParallaxLayerBack;
private ITextureRegion mParallaxLayerMid;
private ITextureRegion mParallaxLayerFront;

// ===========================================================
// Constructors
// ===========================================================

// ===========================================================
// Getter & Setter
// ===========================================================

// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================

@Override
public EngineOptions onCreateEngineOptions() {
    final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);

    return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
}

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

    this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR);
    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.mBitmapTextureAtlas.load();

    this.mAutoParallaxBackgroundTexture = new BitmapTextureAtlas(this.getTextureManager(), 1024, 1024);
    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.mAutoParallaxBackgroundTexture.load();
}

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

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

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

    /* Create two sprits and add it to the scene. */
    final AnimatedSprite player = new AnimatedSprite(playerX +230, playerY-180, this.mPlayerTextureRegion, vertexBufferObjectManager);
    player.setScaleCenterY(this.mPlayerTextureRegion.getHeight());
    player.setScale(2);
    player.animate(new long[]{100, 100, 100}, 6, 8, true);

    final AnimatedSprite enemy = new AnimatedSprite(playerX + 200, playerY -180, this.mEnemyTextureRegion, vertexBufferObjectManager);
    enemy.setScaleCenterY(this.mEnemyTextureRegion.getHeight());
    enemy.setScale(2);
    enemy.animate(new long[]{200, 200, 200}, 6, 8, true);

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

    return scene;
}

// ===========================================================
// Methods
// ===========================================================

// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}

提前致谢...

/乔纳斯

4

1 回答 1

1

您正在使用相同的纹理图集来生成两种纹理。这是你的 textureatlas 定义:

this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR);

他们那里的 Y 尺寸 (128) 对于这张图片来说太小了。相反,为玩家图像制作第二个纹理图集,高度至少为 256(它需要 2 的幂),它将覆盖它。

另外,我想确保您是故意这样做的:

  this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4);

最后两个数字(3 和 4)代表马精灵表的列数和行数。但是当我看你的马时,我只看到三乘三,而不是三乘四:

在此处输入图像描述

您可能希望将空白作为动画中的三个附加单元格,但请确保您是故意这样做的。createTiledFromAsset() 方法假定精灵适合网格。

于 2013-02-14T17:02:16.683 回答