2013-02-12 72 views
3

ExampleAndEngine视差背景上的动画小精灵帮助! :)

嗨,我的名字是乔纳斯,我正在参加Android编程大学课程。 我总是不得不采取艰难的方式去AndEngine。

在上面的图片中,你可以看到我使用三层的视差背景。 我正在制作一个sidescroller,所以最后一层是蓝色线条,这是一条冰迹。我想为这张照片制作动画并将其放在曲目上。

Picture i want to animate

当我为我是在模拟器apeshit会和我展示在屏幕一角的照片的小三角形以同样的方式动画的研究背景动画两人加载它。一个动画的作品是这个:

(Picture that works.)

是我的动画马大的图片或者是别的东西我做错了。关于这件事,我在互联网上找不到太多东西!我真的很感激我能得到的所有帮助!

这是我的代码的一个例子,我知道它是一个ripoff ofEngine的例子,但我在这里学习。

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 
// =========================================================== 
} 

在此先感谢...

/乔纳斯

+1

您使用的是GLES 1还是GLES 2?另外,你是否在实际设备上尝试过你的应用程序?模拟器有一种愚蠢的倾向。 – eBehbahani 2013-02-14 16:45:03

回答

1

您使用的是相同的textureatlas同时生成的纹理。这里是你的纹理图案定义:

this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR); 

他们Y尺寸那里(128)对于这张图片太小了。相反,为玩家图像制作第二张纹理图集,至少有256个高度(它需要2的幂次),它会覆盖它。

另外,我想确保你故意这样做:

this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4); 

这些最后两个数字(3,4)代表列和你的马spritesheet的行数。但是,当我看着你的马,我只有三看三,不是三四个:

enter image description here

这可能是你想要的是空格作为动画三个额外的电池,但要确保你这样做的目的。 createTiledFromAsset()方法假定精灵在网格中适合。

+0

我很确定解决它。如果您同意并想要授予该绿色复选标记,则会非常感激。 ;) – 2013-02-14 21:35:59