AndEngine Example(3):SpriteExample
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目标:
1.理解纹理
2.理解纹理区域
3.创建资源回调函数onCreateResources
4.了解BitmapTexture
5.理解Sprite
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由于本例子使用了纹理,且通过在assets下加载,所以你需要在assets创建gfx目录,然后放一张名为face_box.png的图片(注意,请保持长宽比1:1)。
如果成功,将会出现一张静止的图。
package org.andengine.examples;import java.io.IOException;import java.io.InputStream;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.Background;import org.andengine.entity.sprite.Sprite;import org.andengine.entity.util.FPSLogger;import org.andengine.opengl.texture.ITexture;import org.andengine.opengl.texture.bitmap.BitmapTexture;import org.andengine.opengl.texture.region.ITextureRegion;import org.andengine.opengl.texture.region.TextureRegionFactory;import org.andengine.ui.activity.SimpleBaseGameActivity;import org.andengine.util.adt.io.in.IInputStreamOpener;import org.andengine.util.debug.Debug;/** * (c) 2010 Nicolas Gramlich * (c) 2011 Zynga * * @author Nicolas Gramlich * @since 11:54:51 - 03.04.2010 */public class SpriteExample extends SimpleBaseGameActivity {// ===========================================================// Constants// ===========================================================private static final int CAMERA_WIDTH = 720;private static final int CAMERA_HEIGHT = 480;// ===========================================================// Fields// ===========================================================private ITexture mTexture;private ITextureRegion mFaceTextureRegion;// ===========================================================// Constructors// ===========================================================// ===========================================================// Getter & Setter// ===========================================================// ===========================================================// Methods for/from SuperClass/Interfaces// ===========================================================@Overridepublic EngineOptions onCreateEngineOptions() {final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);}@Overridepublic void onCreateResources() {try {this.mTexture = new BitmapTexture(this.getTextureManager(), new IInputStreamOpener() {@Overridepublic InputStream open() throws IOException {return getAssets().open("gfx/face_box.png");}});this.mTexture.load();this.mFaceTextureRegion = TextureRegionFactory.extractFromTexture(this.mTexture);} catch (IOException e) {Debug.e(e);}}@Overridepublic Scene onCreateScene() {this.mEngine.registerUpdateHandler(new FPSLogger());final Scene scene = new Scene();scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));/* Calculate the coordinates for the face, so its centered on the camera. */final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2;final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2;/* Create the face and add it to the scene. */final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager());scene.attachChild(face);return scene;}// ===========================================================// Methods// ===========================================================// ===========================================================// Inner and Anonymous Classes// ===========================================================}
整个逻辑大致为:
(1)从资源文件中加载纹理
(2)使用纹理得到纹理区域
(3)使用纹理区域渲染精灵
其中:
mTexture 纹理通过两步,实现纹理加载:
mTexture = new BitmapTexture(TextureManager, IInputStreamOpener);
mTexture.load();
mFaceTextureRegion 纹理区域,通过纹理工厂和纹理来创建
mFaceTextureRegion = TextureRegionFactory.extractFromTexture(this.mTexture);
精灵:Sprite 需要 : 位置的两个参数,纹理区域,对象buffer
Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager())
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扩展阅读:
Sprite是AndEngine中最重要的概念之一,
它用于表示可以独立绘制的东西,
它也是一个Entity。
Entity (实体)
作为一切虚拟可见的东西,实体包含了场景,包含了可见物体的通用属性。这些属性通过getter和setter访问和设置。
这些属性包含下面这些元素:
float mX, mY:实体的当前位置
float mInitialX, mInitialY: 实体的初始位置
boolean mVisible :实体当前是否可见
boolean mIgnoreUpdate : 实体是否需要更新
int mZindex: 实体处于需要显示的实体栈的位置
IEntity mParent:实体的父类(实际是个接口)
SmartList<IEntity> mChildren :实体包含的孩子们(并非继承上的子类,更像是空间上一个大的空间包含若干小的空间)
EntityModifierList mEntityModifiers: 一系列的实体修饰符(Modifiers)
UpdateHandlerList mUpdateHandlers:一组用于更新实体的Handlers
float mRed, mGreen, mBlue : 实体颜色
float mAlpha:透明度
float mRotation : 旋转角度
float mRotationCenterX, mRotationCenterY: 旋转中心
float mScale : 缩放
float mScaleCenterX, mScaleCenterY:缩放中心
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