AndEngine_example1.2 画矩形

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同样的是 3个回调

public EngineOptions onCreateEngineOptions()

protected void onCreateResources()

protected Scene onCreateScene()

 

 

只是对应的Scene有变化, 前面的和1一样

Entity 作为一个对象,可以设置attachChild子对象

准备画2个正方形,开始坐标为(0,0)左上角

一个的左上角是(0,0)边长为180,

 一个是 (200,100)边长为380

 

写一个Scene,

private Scene getEntityLeftTop(){final Scene scene = new Scene();scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();//对象的起始点(左上角)final Entity rectangleGroup = new Entity(0, 0);rectangleGroup.setColor(40,10,10);Rectangle  rect1 = new Rectangle(0, 0, 180, 180, vertexBufferObjectManager);rect1.setColor(10,10,10);Rectangle  rect2 = new Rectangle(200, 100, 380, 380, vertexBufferObjectManager);rect2.setColor(10,50,10);rectangleGroup.attachChild(rect2);rectangleGroup.attachChild(rect1);scene.attachChild(rectangleGroup);return scene;}


在protected Scene onCreateScene()中 return这个Scene,就可以得到2个正方形了

 

 

同理, 如果设置Entity在正中间的话, 就从 中间开始画了

其中,有一个Rectangle起点是 负值, 可以认为是负的坐标

private Scene getEntityCenter(){final Scene scene = new Scene();scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();//对象的起始点(左上角)final Entity rectangleGroup = new Entity(CAMERA_WIDTH / 2, CAMERA_HEIGHT / 2);rectangleGroup.setColor(40,10,10);Rectangle  rect1 = new Rectangle(0, 0, 180, 180, vertexBufferObjectManager);rect1.setColor(10,10,10);Rectangle  rect2 = new Rectangle(-180, -100, 380, 380, vertexBufferObjectManager);rect2.setColor(10,50,10);rectangleGroup.attachChild(rect2);rectangleGroup.attachChild(rect1);scene.attachChild(rectangleGroup);return scene;}


 

 

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