我试图加载一个爆炸动画。动画由16帧组成,全部保存在文件Explosion.png中。在我的游戏中,所有图像都存储在纹理图集包中。使用TextureAtlas的LibGdx动画
首先,我得到了,这将创造爆炸,我需要从类Assets.java
public class Explosion {
public final AtlasRegion explosion;
public Explosion (TextureAtlas atlas){
explosion = atlas.findRegion(Constants.EXPLOSION);
}
}
然后在我的课的区域,我有以下代码:
public Particles(Vector2 position){
this.position = position;
startTime = TimeUtils.nanoTime();
Array<TextureRegion> explosionAnimationTexture = new Array<TextureRegion>();
TextureRegion region = Assets.instance.explosion.explosion;
Texture explosionTexture = region.getTexture();
int ROW = 4; // rows of sprite sheet image
int COLUMN = 4;
TextureRegion[][] tmp = TextureRegion.split(explosionTexture, explosionTexture.getWidth()/COLUMN, explosionTexture.getHeight()/ROW);
TextureRegion[] frames = new TextureRegion[ROW * COLUMN];
int elementIndex = 0;
for (int i = 0; i < ROW; i++) {
for (int j = 0; j < COLUMN; j++) {
explosionAnimationTexture.add(tmp[i][j]);
frames[elementIndex++] = tmp[i][j];
}
}
explosion = new Animation(EXPLOSION_FRAME_DURATION,explosionAnimationTexture , Animation.PlayMode.LOOP_PINGPONG);
}
我因为我有16帧,所以使用4x4。和渲染方法中我得到了以下内容:
public void render(SpriteBatch batch){
float elapsedTime = MathUtils.nanoToSec * (TimeUtils.nanoTime() - startTime);
TextureRegion walkLoopTexture = explosion.getKeyFrame(elapsedTime);
batch.draw(
walkLoopTexture.getTexture(),
position.x,
position.y,
0,
0,
walkLoopTexture.getRegionWidth(),
walkLoopTexture.getRegionHeight(),
0.3f,
0.3f,
0,
walkLoopTexture.getRegionX(),
walkLoopTexture.getRegionY(),
walkLoopTexture.getRegionWidth(),
walkLoopTexture.getRegionHeight(),
false,
false);
}
动画工作,但是图像从整地图集文件加载,而不是只Explosion.png在步骤1中指定
您需要使用动画并将其添加到其中每个帧AFAIK – 2017-08-03 14:11:08
region.getTexture()获取地图集的整个纹理。您应该使用region.findRegion(“spritesheetname”)来获取名称的区域。 – dfour
@dfour我已经在一个子类(爆炸= atlas.findRegion(Constants.EXPLOSION);),然后获取结果。 –