(libgdx小结)演员类的使用

来源:互联网 发布:淘宝网宝贝标题怎么写 编辑:程序博客网 时间:2024/04/28 14:14
















二、应用举例

1、Mario

package com.example.groupactiontest;import com.badlogic.gdx.Gdx;import com.badlogic.gdx.graphics.Texture;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.scenes.scene2d.Actor;import com.badlogic.gdx.scenes.scene2d.InputEvent;import com.badlogic.gdx.scenes.scene2d.InputListener;import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;/** * mario具有以下属性:坐标、状态、动作 * mario具有以下行为:人物移动、状态改变 * @author pc * */public class Mario extends Actor {//mario的坐标public static float x;public static float y;public float stateTime = 0;//mario的状态enum STATE{LEFT,RIGHT,IDLE}STATE state;//mario的动作Animation aniLeft;Animation aniRight;Animation aniIdle;//用于动画Texture texture;TextureRegion currentFrame;//按钮ImageButton buttonL;ImageButton buttonR;public Mario(float x, float y) {this.x = x;this.y = y;state = STATE.IDLE;//mario的默认状态为idle(空闲)this.show();}private void show() {texture = new Texture(Gdx.files.internal("Mario.png"));TextureRegion[][] split = TextureRegion.split(texture, 64, 64);    TextureRegion[][] mirror = TextureRegion.split(texture, 64, 64);    /**     * 获取对称的画面     */for(TextureRegion[] region1 : mirror){for(TextureRegion region2 : region1){region2.flip(true, false);}}/** * 左中右动画的实现 */TextureRegion[] rightAniFrame = new TextureRegion[3];rightAniFrame[0] = split[0][1];rightAniFrame[1] = split[0][2];rightAniFrame[2] = split[0][0];aniRight = new Animation(0.1f,rightAniFrame);TextureRegion[] leftAniFrame = new TextureRegion[3];leftAniFrame[0] = mirror[0][1];leftAniFrame[1] = mirror[0][2];leftAniFrame[2] = mirror[0][0];aniLeft = new Animation(0.1f, leftAniFrame);TextureRegion[] idleAniFrame = new TextureRegion[1];idleAniFrame[0] = split[0][0];aniIdle = new Animation(0.1f, idleAniFrame);/** * ImageButon的初始化 */buttonL = new ImageButton(new TextureRegionDrawable(split[1][0]),new TextureRegionDrawable(split[1][1]));buttonR = new ImageButton(new TextureRegionDrawable(mirror[1][0]),new TextureRegionDrawable(mirror[1][1]));buttonL.setPosition(20, 20);buttonR.setPosition(100, 20);/** * ImageButton的监听事件 */buttonL.addListener(new InputListener(){@Overridepublic boolean touchDown(InputEvent event, float x, float y,int pointer, int button) {state = STATE.LEFT;return true;}@Overridepublic void touchUp(InputEvent event, float x, float y,int pointer, int button) {state = STATE.IDLE;super.touchUp(event, x, y, pointer, button);}});buttonR.addListener(new InputListener(){@Overridepublic boolean touchDown(InputEvent event, float x, float y,int pointer, int button) {state = STATE.RIGHT;return true;}@Overridepublic void touchUp(InputEvent event, float x, float y,int pointer, int button) {state = STATE.IDLE;super.touchUp(event, x, y, pointer, button);}});}    /**     * 人物移动     */public void update(){if(state == STATE.LEFT){x -= 1.5f;if(x < 20){//空气墙。即mario最左不能超过这个坐标x = 20;}}else if(state == STATE.RIGHT){x += 1.5f;if(x > 400){//空气墙。即mario最右不能超过这个坐标x = 400;}}}/** * 状态判断,更换画面 */public void aniCheck(){if(state == STATE.LEFT){currentFrame = aniLeft.getKeyFrame(stateTime, true);}else if(state == STATE.RIGHT){currentFrame = aniRight.getKeyFrame(stateTime, true);}else if(state == STATE.IDLE){currentFrame = aniIdle.getKeyFrame(stateTime,true);}}@Overridepublic void act(float arg0) {//在一定的时间段内,更新演员的状态// TODO Auto-generated method stubsuper.act(arg0);}@Overridepublic void draw(SpriteBatch batch, float parentAlpha) {//演员本身可以在舞台中绘画stateTime += Gdx.graphics.getDeltaTime();//修改statetimeupdate();//移动人物aniCheck();//更改人物状态batch.draw(currentFrame, x, y);//把当前帧滑到界面上super.draw(batch, parentAlpha);}}


2、MyGame

package com.example.groupactiontest;import com.badlogic.gdx.ApplicationListener;import com.badlogic.gdx.Gdx;import com.badlogic.gdx.graphics.GL10;import com.badlogic.gdx.graphics.Texture;import com.badlogic.gdx.scenes.scene2d.Stage;import com.badlogic.gdx.scenes.scene2d.ui.Image;/** * 游戏画面展现出来的东西就只有 * 背景---->image * mario---->Mario * 按钮--->mario的成员变量 *  *  * 把它们都添加到舞台上 * @author pc * */public class MyGame implements ApplicationListener {Stage stage;Image image;Mario mario;@Overridepublic void create() {stage = new Stage(480,320,false);image = new Image(new Texture(Gdx.files.internal("image.jpg")));image.setPosition(0, 170);mario = new Mario(0,190);stage.addActor(image);stage.addActor(mario);stage.addActor(mario.buttonL);stage.addActor(mario.buttonR);Gdx.input.setInputProcessor(stage);}@Overridepublic void dispose() {// TODO Auto-generated method stub}@Overridepublic void pause() {// TODO Auto-generated method stub}@Overridepublic void render() {Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);stage.act();stage.draw();}@Overridepublic void resize(int arg0, int arg1) {// TODO Auto-generated method stub}@Overridepublic void resume() {// TODO Auto-generated method stub}}


三、运行效果



四、源码下载

http://download.csdn.net/detail/caihongshijie6/7007011

0 0