AndEngine : Showing All sprites images same

标签 andengine

enter image description here我有 4 个 Sprite 。我将所有 4 个 Sprite 放置在移动屏幕上的不同位置。但它正在获取最后添加的 Sprite 图像,即 (sprite4.png) 所有 Sprite 图像(sprite1.png、sprite2.png、sprite3.png 和 sprite4.png)。
简而言之,它显示的所有 Sprite 图像都相同。
下面给出了代码,请分享您的经验

// the below code is running without error but displaying same images in all the sprites
package com.example.test1;

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.input.touch.TouchEvent;
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;

/*;
 * (c) 2010 Nicolas Gramlich
 * (c) 2011 Zynga
 *
 * @author Nicolas Gramlich
 * @since 15:13:46 - 15.06.2010
 */
public class Puzzle extends GameActivity {
    // ===========================================================
    // Constants
    // ===========================================================

    private static final int CAMERA_WIDTH = 720;
    private static final int CAMERA_HEIGHT = 480;
    final Scene scene = new Scene();

    // ===========================================================
    // Fields
    // ===========================================================

    private BitmapTextureAtlas mBitmapTextureAtlas;
    private ITextureRegion spriteTextureRegion1;
    private ITextureRegion spriteTextureRegion2;
    private ITextureRegion spriteTextureRegion3;
    private ITextureRegion spriteTextureRegion4;


    // ===========================================================
    // Constructors
    // ===========================================================

    // ===========================================================
    // Getter & Setter
    // ===========================================================

    // ===========================================================
    // Methods for/from SuperClass/Interfaces
    // ===========================================================

    @Override
    public EngineOptions onCreateEngineOptions() {
    //  Toast.makeText(this, "Touch & Drag the face!", Toast.LENGTH_LONG).show();

        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(), 96, 96, TextureOptions.BILINEAR);
        this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
        this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 0, 0);
        this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 0);
        this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 0, 0);   


    //  scene.attachChild(sprite1);  

        this.mBitmapTextureAtlas.load();
    }

    @Override
    public Scene onCreateScene() {
        this.mEngine.registerUpdateHandler(new FPSLogger());


        scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));

        /* set sprite1 positions on screen */
        final float sprite1_posX = (40);  
        final float sprite1_posY = (40);
        final Sprite sprite1 = new Sprite(sprite1_posX, sprite1_posY, this.spriteTextureRegion1, this.getVertexBufferObjectManager()) {
            @Override
            public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
                this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
                return true;
            }
        };
        //sprite1.setScale(3);
        scene.attachChild(sprite1);
        scene.registerTouchArea(sprite1);
        scene.setTouchAreaBindingOnActionDownEnabled(true);

        /* set sprite2 positions on screen  */
        final Sprite sprite2 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight()*3 + 10), this.spriteTextureRegion2, this.getVertexBufferObjectManager()) {
            @Override
            public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
                this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
                return true;
            }
        }; 
        //sprite2.setScale(3);
        scene.attachChild(sprite2);
        scene.registerTouchArea(sprite2);
        scene.setTouchAreaBindingOnActionDownEnabled(true); 

         /* set sprite3 positions on screen  */
        final Sprite sprite3 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight() + 20), this.spriteTextureRegion3, this.getVertexBufferObjectManager()) {
            @Override
            public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
                this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
                return true;
            }
        };
    //  sprite3.setScale(3);
        scene.attachChild(sprite3);
        scene.registerTouchArea(sprite3);
        scene.setTouchAreaBindingOnActionDownEnabled(true);


    /*  set sprite3 positions on screen  */
    final Sprite sprite4 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight() + 30), this.spriteTextureRegion4, this.getVertexBufferObjectManager()) {
        @Override
        public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
            this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
            return true;
        }
    };
//  sprite4.setScale(3);
    scene.attachChild(sprite4);
    scene.registerTouchArea(sprite4);
    scene.setTouchAreaBindingOnActionDownEnabled(true);

    return scene;
}
}

最佳答案

哦,对不起,我知道问题出在哪里:

    this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
    this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 0, 0);
    this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 0);
    this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 0, 0);

最后,您放置 0, 0 的位置 - 您声明您的区域应位于纹理图集中的位置。想象一下你贴在纸上的贴纸。你放一个,然后在这个上放另一个,第三个和第四个。这样你只能看到最上面的那个。所以你必须把你的区域放在纹理图集的不同位置。如果您的所有图像都是 40x40,它应该如下所示(您的图集也可能更大(512x512):
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 512, 512, TextureOptions.BILINEAR);

    this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
    this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 50, 0);
    this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 50);
    this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 50, 50);

关于AndEngine : Showing All sprites images same,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/31157744/

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