[AndEngine学习教程] 第9节 CollisionDetection 实体碰撞检测

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转自:http://blog.csdn.net/cen616899547/article/details/8151822

1.本节要点

通过一个可操作的精灵,来与一个固定循环变化的矩形检测是否产生碰撞,当产生碰撞的时候,矩形的颜色为红色,

否则矩形的颜色为绿色

2.新学内容

1.学会使用SmoothCamera类,这个类是一个平滑的照相机类,可以满足背景自动填充,平滑过渡的效果.先看看它的构成吧:

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  1. public class SmoothCameraextends ZoomCamera
是继承于SmoothCamera的类,而SmoothCamera从文字上就可以看出它是一个支持缩放效果的类,因此使用起来就很方便了,

构造方法为:

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  1. public SmoothCamera(finalfloat pX,finalfloat pY,finalfloat pWidth,finalfloat pHeight,finalfloat pMaxVelocityX,finalfloat pMaxVelocityY,finalfloat pMaxZoomFactorChange) {
  2. super(pX, pY, pWidth, pHeight);
  3. this.mMaxVelocityX = pMaxVelocityX;
  4. this.mMaxVelocityY = pMaxVelocityY;
  5. this.mMaxZoomFactorChange = pMaxZoomFactorChange;
  6. this.mTargetCenterX =this.getCenterX();
  7. this.mTargetCenterY = this.getCenterY();
  8. this.mTargetZoomFactor = 1.0f;
  9. }

为了体现效果,我刻意的把背景图片做成720*640大小,而手机的屏幕分辨率大小为800*480,但是依然可以看到全屏的效果.相当不错的哦!

以下的是我使用到的背景图片:

2.为场景Scene注册刷新句柄,用来监听每次实体间是否产生碰撞.然后进行相应的事物处理,具体调用方法为:

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  1. mScene.registerUpdateHandler(new IUpdateHandler());

3.内部代码初始化设计

1.本节使用到4个实体,一个是人脸,另外一个是矩形,最后2个是控制器,内部成员变量设计为:

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  1. private staticfinalint CAMERA_WIDTH =800;
  2. private staticfinalint CAMERA_HEIGHT =480;
  3. private SmoothCamera mCamera;
  4. private SpriteBackground mBackground;
  5. private TiledTextureRegion mControlBaseRegion;
  6. private TiledTextureRegion mControlKnobRegion;
  7. private TiledTextureRegion mFaceRegion;


2.引擎资源的加载

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  1. @Override
  2. public EngineOptions onCreateEngineOptions() {
  3. // TODO Auto-generated method stub
  4. mCamera = new SmoothCamera(0,0, CAMERA_WIDTH, CAMERA_HEIGHT,10,10,3);
  5. EngineOptions mEngineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR,new RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT),mCamera);
  6. return mEngineOptions;
  7. }
  8. @Override
  9. public void onCreateResources(
  10. OnCreateResourcesCallback pOnCreateResourcesCallback)
  11. throws Exception {
  12. // TODO Auto-generated method stub
  13. BitmapTextureAtlas mTexture = new BitmapTextureAtlas(getTextureManager(),1024,1024, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
  14. final TiledTextureRegion mBackgroundRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture,this,"bg.png",0,0,1,1);
  15. final Sprite mBackgroundSprite =new Sprite(0,0, CAMERA_WIDTH, CAMERA_HEIGHT, mBackgroundRegion, getVertexBufferObjectManager());
  16. mBackground = new SpriteBackground(mBackgroundSprite);
  17. mControlBaseRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture,this,"onscreen_control_base.png",720,0,1,1);
  18. mControlKnobRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture,this,"onscreen_control_knob.png",848,0,1,1);
  19. mFaceRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture,this,"face_box.png",912,0,1,1);
  20. mTexture.load();
  21. pOnCreateResourcesCallback.onCreateResourcesFinished();
  22. }

4.场景设计
1.添加多点触摸支持和场景基础设施

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  1. if(MultiTouch.isSupported(this)){
  2. this.mEngine.setTouchController(new MultiTouchController());//多点触摸
  3. }
  4. Scene mScene = new Scene();
  5. mScene.setBackground(mBackground);
  6. final float centerX = (CAMERA_WIDTH - mFaceRegion.getWidth()) /2;
  7. final float centerY = (CAMERA_HEIGHT - mFaceRegion.getHeight()) /2;

2.构建相应的精灵任务:

2.1 布置人脸:

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  1. final MySprite mFace = new MySprite(centerX - 50, centerY,80,80, mFaceRegion, getVertexBufferObjectManager());
2.2 不知受碰撞检测的矩形

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  1. final Rectangle mRectangle =new Rectangle(centerX +10, centerY,80,80,getVertexBufferObjectManager());
  2. mRectangle.registerEntityModifier(new LoopEntityModifier(new ParallelEntityModifier(
  3. new ScaleModifier(2,0.5f,2.0f),new ScaleModifier(2,2.0f,1.0f),new RotationModifier(4,0.0f,360.0f) )));
添加相应的modifier后,矩形就会动态的变幻了.

2.3 布置移动控制器和方向控制器

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  1. final AnalogOnScreenControl mSpeedController =new AnalogOnScreenControl(30,CAMERA_HEIGHT - mControlBaseRegion.getHeight() -20,
  2. mCamera, mControlBaseRegion, mControlKnobRegion, 0.1f,100,getVertexBufferObjectManager(),
  3. new IAnalogOnScreenControlListener(){
  4. @Override
  5. public void onControlChange(
  6. BaseOnScreenControl pBaseOnScreenControl,
  7. float pValueX, float pValueY) {
  8. // TODO Auto-generated method stub
  9. if(pValueX == 0 && pValueY ==0){
  10. mFace.setVelocity(0,0);
  11. }
  12. else
  13. {
  14. mFace.setVelocity(pValueX*100, pValueY*100);
  15. }
  16. }
  17. @Override
  18. public void onControlClick(
  19. AnalogOnScreenControl pAnalogOnScreenControl) {
  20. // TODO Auto-generated method stub
  21. }
  22. });
  23. final AnalogOnScreenControl mRotationController =new AnalogOnScreenControl(CAMERA_WIDTH - mControlBaseRegion.getWidth() -30,
  24. CAMERA_HEIGHT - mControlBaseRegion.getHeight() - 20,
  25. mCamera, mControlBaseRegion, mControlKnobRegion, 0.1f,100,getVertexBufferObjectManager(),
  26. new IAnalogOnScreenControlListener(){
  27. @Override
  28. public void onControlChange(
  29. BaseOnScreenControl pBaseOnScreenControl,
  30. float pValueX, float pValueY) {
  31. // TODO Auto-generated method stub
  32. if(pValueX == 0 && pValueY == 0){
  33. mFace.setRotation(0.0f);
  34. }
  35. else
  36. {
  37. mFace.setRotation(MathUtils.radToDeg(MathUtils.atan2(pValueY, pValueX)));
  38. }
  39. }
  40. @Override
  41. public void onControlClick(
  42. AnalogOnScreenControl pAnalogOnScreenControl) {
  43. // TODO Auto-generated method stub
  44. }
  45. });
2.4 把所有角色搬到场景中

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  1. mSpeedController.getControlBase().setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
  2. mRotationController.getControlBase().setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
  3. mScene.attachChild(mFace);
  4. mScene.attachChild(mRectangle);
  5. mScene.setChildScene(mSpeedController);
  6. mSpeedController.setChildScene(mRotationController);
  7. pOnCreateSceneCallback.onCreateSceneFinished(mScene);

5.在场景中注册刷新监听事件

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  1. mScene.registerUpdateHandler(new IUpdateHandler(){
  2. @Override
  3. public void onUpdate(float pSecondsElapsed) {
  4. // TODO Auto-generated method stub
  5. if(mRectangle.collidesWith(mFace)){
  6. mRectangle.setColor(1.0f,0.0f,0.0f);
  7. }
  8. else
  9. {
  10. mRectangle.setColor(0.0f,1.0f,0.0f);
  11. }
  12. }
  13. @Override
  14. public void reset() {
  15. // TODO Auto-generated method stub
  16. }
  17. });
有了这个监听后,场景每次的刷新都可以添加处理事件了.所以基本上就完成任务了,呵呵


6.辅助自定义类

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  1. public class MySpriteextends Sprite{
  2. public MySprite(float pX,float pY,float pWidth,float pHeight,
  3. ITextureRegion pTextureRegion,
  4. VertexBufferObjectManager pVertexBufferObjectManager) {
  5. super(pX, pY, pWidth, pHeight, pTextureRegion, pVertexBufferObjectManager);
  6. // TODO Auto-generated constructor stub
  7. }
  8. private float mVelocityX =0;
  9. private float mVelocityY =0;
  10. @Override
  11. protected void onManagedUpdate(float pSecondsElapsed) {
  12. // TODO Auto-generated method stub
  13. this.mX += mVelocityX * pSecondsElapsed;
  14. this.mY += mVelocityY * pSecondsElapsed;
  15. this.setPosition(mX, mY);
  16. super.onManagedUpdate(pSecondsElapsed);
  17. }
  18. void setVelocity(float vX,float vY){
  19. mVelocityX = vX;
  20. mVelocityY = vY;
  21. }
  22. }

7.运行演示

通过碰撞检测运行的结果如下:







本例子源代码:http://download.csdn.net/detail/cen616899547/4737237