大家好,我叫 Jonas,我正在上大学的 Android 编程类(class)。 我总是要走艰难的路,去 AndEngine。
在上图中,您可以看到我使用的是三层视差背景。 我正在制作一个 sidescroller,所以带有蓝线的底层是冰轨道正在滚动。我想把这张图片做成动画,放在轨道上。
当我加载它时,我为背景中的两个人设置了动画,模拟器正在以相同的方式设置动画,并在屏幕的一角向我显示图片的一个小三角形。这是一张有效的动画图片:
是我的马的动画图片太大了还是我做错了什么。我在互联网上找不到太多关于此事的信息!我真的很感激我能得到的所有帮助!
这是我的代码示例,我知道它是对 andEngine 示例的抄袭,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
最佳答案
您正在使用相同的纹理图集来生成两种纹理。这是您的 textureatlas 定义:
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR);
它们的 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)并且它将覆盖它。
另外,我想确定你是有意这样做的:
this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4);
最后两个数字(3 和 4)代表您的马 spritesheet 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:
您可能希望将该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 Sprite 适合网格。
关于android - AndEngine 动画 Sprite 在视差背景帮助! :),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14828487/