1.本节要点:
1.之前绘制的动画场景都是单人物的,这节主要讲解如何实现多个AnimatedSprite在共用一个BitmapTextureAtlas下的应用
2.之前的精灵动画都没有交互性的,这节要实现触摸可以拖动精灵
3.实现屏幕的多点触摸
2.Texture的创建
1.本节用到4个精灵贴图:
要合理的利用BitmapTextureAtlas这个类进行封装这四个贴图成一个大的texture,首先了解下它的构造:
- /**
- * Uses {@link BitmapTextureFormat#RGBA_8888}.
- *
- * @param pTextureOptions the (quality) settings of this {@link BitmapTextureAtlas}.
- */
- public BitmapTextureAtlas(final TextureManager pTextureManager, final int pWidth, final int pHeight, final TextureOptions pTextureOptions) throws IllegalArgumentException {
- this(pTextureManager, pWidth, pHeight, BitmapTextureFormat.RGBA_8888, pTextureOptions, null);
- }
这里的BitmapTextureAtlas是指在内存中贴图集合,可以将多个图片同时放置在这里,本例子就是将四张大贴图放置期中;
另外一个值得注意的东西就是TiledTextureRegion,它可以从BitmapTextureAtlas中"扣"出一张贴图
3.细节处理
1.内部变量设置
- private static final int CAMERA_WIDTH = 800;
- private static final int CAMERA_HEIGHT = 480;
- private Camera mCamera;
- private RepeatingSpriteBackground mBackground;
- private BitmapTextureAtlas mTexture;
- private TiledTextureRegion mBanana;
- private TiledTextureRegion mFrog;
- private TiledTextureRegion mHelicopter;
- private TiledTextureRegion mSnapDragon;
2.四张贴图中的分辨路分别为:132x70,96x32,96x84,400x180
考虑到BitmapTextureAtlas 的长与宽只能为2的n次方大小,所以要把贴图集设置为512x256大小
- mTexture = new BitmapTextureAtlas(getTextureManager(), 512, 256, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
然后要把四张精灵贴图放置在mTexture里面就需要动下脑筋了,为了更加合理的放置,我把4张图片放置在photoshop里,然后创建一张
512x256大小的图片,尝试拖动他们进去排布,最终比较合理的排布为:
程序上实现的方法为:
- mSnapDragon = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture, this, "snapdragon_tiled.png", 0, 0, 4, 3);
- mHelicopter = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture, this, "helicopter_tiled.png", 400, 0, 2, 2);
- mBanana = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture, this, "banana_tiled.png", 0, 180, 4, 2);
- mFrog = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture, this, "frog.png", 132, 180, 3, 1);
- mTexture.load();
3.创建可以支持触摸拖动的AnimatedSprite精灵
自己根据需要创建TouchAnimatedSprite,并且集成AnimatedSprite的所有方法
- public class TouchAnimatedSprite extends AnimatedSprite{
- public TouchAnimatedSprite(float pX, float pY, float pWidth,
- float pHeight, ITiledTextureRegion pTiledTextureRegion,
- VertexBufferObjectManager pVertexBufferObjectManager) {
- super(pX, pY, pWidth, pHeight, pTiledTextureRegion, pVertexBufferObjectManager);
- // TODO Auto-generated constructor stub
- }
- @Override
- public boolean onAreaTouched(TouchEvent pSceneTouchEvent,
- float pTouchAreaLocalX, float pTouchAreaLocalY) {
- // TODO Auto-generated method stub
- switch(pSceneTouchEvent.getAction()){
- case TouchEvent.ACTION_DOWN:
- case TouchEvent.ACTION_MOVE:
- this.setPosition(pSceneTouchEvent.getX()-this.getWidth()/2, pSceneTouchEvent.getY()-this.getHeight()/2);
- return true;
- }
- return super.onAreaTouched(pSceneTouchEvent, pTouchAreaLocalX, pTouchAreaLocalY);
- }
- }
有了TouchAnimatedSprite这个类,就可以书写相关的初始化工作了,在onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)方法
中添加场景等初始化资源
- Scene mScene = new Scene();
- ground(mBackground);
接着在Scene中创建4个动画精灵
- final TouchAnimatedSprite myBanana = new TouchAnimatedSprite(100, 50,64,64,mBanana, getVertexBufferObjectManager());
- myBanana.animate(150);
- final TouchAnimatedSprite myFrog = new TouchAnimatedSprite(100,CAMERA_HEIGHT-100,64,64,mFrog,getVertexBufferObjectManager());
- myFrog.animate(90);