1.本节要点
制作一个虚拟手柄来控制动画精灵的移动,旋转.
2.新使用到的AndEngine资源
1.AnalogOnScreenControl 这是An的Engine给我们提供的用于虚拟手柄,虚拟控制器方面的基础类,其构造如下:
public AnalogOnScreenControl(final float pX, final float pY, final Camera pCamera, final ITextureRegion pControlBaseTextureRegion, final ITextureRegion pControlKnobTextureRegion, final float pTimeBetweenUpdates, final VertexBufferObjectManager pVertexBufferObjectManager, final IAnalogOnScreenControlListener pAnalogOnScreenControlListener) {
super(pX, pY, pCamera, pControlBaseTextureRegion, pControlKnobTextureRegion, pTimeBetweenUpdates, pVertexBufferObjectManager, pAnalogOnScreenControlListener);
this.mClickDetector.setEnabled(false);
}
public AnalogOnScreenControl(final float pX, final float pY, final Camera pCamera, final ITextureRegion pControlBaseTextureRegion, final ITextureRegion pControlKnobTextureRegion, final float pTimeBetweenUpdates, final long pOnControlClickMaximumMilliseconds, final VertexBufferObjectManager pVertexBufferObjectManager, final IAnalogOnScreenControlListener pAnalogOnScreenControlListener) {
super(pX, pY, pCamera, pControlBaseTextureRegion, pControlKnobTextureRegion, pTimeBetweenUpdates, pVertexBufferObjectManager, pAnalogOnScreenControlListener);
this.mClickDetector.setTriggerClickMaximumMilliseconds(pOnControlClickMaximumMilliseconds);
}
2.参数说明:
pX,pY是控制器的左上角放置坐标;
pCamera是我们在场景中使用到的Camera;
pControlBaseTextureRegion相当于控制器的背景
pControlKnobTextureRegion相当于控制器的指针图标
pTimeBetweenUpdates指控制器的重绘刷新时间间隔,单位是秒
pVertexBufferObjectManager直接使用getVertxeBufferObjectManager()传进去就可以了
pAnalogOnScreenControlListener是控制器实现自动监听的接口,主要用来监听控制器的位置变化,
然后将相应的变化转化为一组通用的数据(-1到1之间),接口源代码为:
public interface IAnalogOnScreenControlListener extends IOnScreenControlListener {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Methods
// ===========================================================
public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl);
}
public static interface IOnScreenControlListener {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Methods
// ===========================================================
/**
* @param pBaseOnScreenControl
* @param pValueX between <code>-1</code> (left) to <code>1</code> (right).
* @param pValueY between <code>-1</code> (up) to <code>1</code> (down).
*/
public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY);
}
这两个接口一个实现点击监听,一个实现变化监听.所以我们可以根据需要,在我们自己的类当中使用.
3.构建符合自己需要的精灵
本节当中需要根据控制器来控制精灵的旋转,移动.而AndEngine给我们提供的AnimatedSprite类只实现了旋转,
并没有按照一定速度移动的方法,在这里我自己重写了该类:
public class MyControlSprite extends AnimatedSprite{
public MyControlSprite(float pX, float pY, float pWidth, float pHeight,
ITiledTextureRegion pTiledTextureRegion,
VertexBufferObjectManager pVertexBufferObjectManager) {
super(pX, pY, pWidth, pHeight, pTiledTextureRegion, pVertexBufferObjectManager);
// TODO Auto-generated constructor stub
mVelocityX = 0;
mVelocityY = 0;
}
private float mVelocityX;//水平速度
private float mVelocityY;//垂直速度
@Override
protected void onManagedUpdate(float pSecondsElapsed) {
// TODO Auto-generated method stub
this.mX += mVelocityX * pSecondsElapsed;
this.mY += mVelocityY * pSecondsElapsed;
this.setPosition(mX, mY);
super.onManagedUpdate(pSecondsElapsed);
}
void setVolocityX(float vX){
mVelocityX = vX;
}
void setVolocityY(float vY){
mVelocityY = vY;
}
void setVolocityXY(float vX, float vY){
mVelocityX = vX;
mVelocityY = vY;
}
}
主要在 onManagedUpdate方法中增加了精灵按照一定速度移动的方法
4.资源构建
1.本例子用到4张图片:背景,精灵,控制器背景,控制器指针
源代码如下:
private static final float CAMERA_WIDTH = 800;
private static final float CAMERA_HEIGHT = 480;
private Camera mCamera;
private RepeatingSpriteBackground mBackground;
private TiledTextureRegion mBaseRegion;
private TiledTextureRegion mKnobRegion;
private TiledTextureRegion mDragonRegion;
@Override
public EngineOptions onCreateEngineOptions() {
// TODO Auto-generated method stub
mCamera = new Camera(0,0,CAMERA_WIDTH, CAMERA_HEIGHT);
EngineOptions mEngineOptions = new EngineOptions(true,ScreenOrientation.LANDSCAPE_SENSOR,new RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT),mCamera);
return mEngineOptions;
}
@Override
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback)
throws Exception {
// TODO Auto-generated method stub
mBackground = new RepeatingSpriteBackground(CAMERA_WIDTH, CAMERA_HEIGHT, getTextureManager(), AssetBitmapTextureAtlasSource.create(getAssets(), "background_grass.png"), getVertexBufferObjectManager());
BitmapTextureAtlas mDragonTexture = new BitmapTextureAtlas(getTextureManager(), 512, 256, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
BitmapTextureAtlas mController = new BitmapTextureAtlas(getTextureManager(),256,256,TextureOptions.BILINEAR_PREMULTIPLYALPHA);
mDragonRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mDragonTexture, this, "snapdragon_tiled.png", 0, 0, 4, 3);
mBaseRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mController, this, "onscreen_control_base.png", 0, 0, 1, 1);
mKnobRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mController, this, "onscreen_control_knob.png", 128, 0, 1, 1);
mDragonTexture.load();
mController.load();
pOnCreateResourcesCallback.onCreateResourcesFinished();
}
5.场景创建
1.基础场景
Scene mScene = new Scene();
mScene.setBackground(mBackground);
if(MultiTouch.isSupported(this)){
this.mEngine.setTouchController(new MultiTouchController());
}
2.创建控制器和动画精灵,在这里有两个控制器,一个是控制移动,一个控制旋转
final MyControlSprite mDragon = new MyControlSprite(CAMERA_WIDTH/2, CAMERA_HEIGHT/2,80.0f,80.0f,mDragonRegion, getVertexBufferObjectManager());
mDragon.animate(100);
final AnalogOnScreenControl mDerectionControl = new AnalogOnScreenControl(20, CAMERA_HEIGHT-mBaseRegion.getHeight()-20,
mCamera, mBaseRegion, mKnobRegion, 0.1f, 200,
getVertexBufferObjectManager(),
new IAnalogOnScreenControlListener(){
@Override
public void onControlChange(
BaseOnScreenControl pBaseOnScreenControl,
float pValueX, float pValueY) {
// TODO Auto-generated method stub
mDragon.setVolocityXY(pValueX*100, pValueY*100);
}
@Override
public void onControlClick(
AnalogOnScreenControl pAnalogOnScreenControl) {
// TODO Auto-generated method stub
Log.d("Season","Click on Controller");
}
});
final AnalogOnScreenControl mRotationControl = new AnalogOnScreenControl(CAMERA_WIDTH - 20 - mBaseRegion.getWidth(), CAMERA_HEIGHT-mBaseRegion.getHeight()-20,
mCamera, mBaseRegion, mKnobRegion, 0.1f, 200,
getVertexBufferObjectManager(),
new IAnalogOnScreenControlListener(){
@Override
public void onControlChange(
BaseOnScreenControl pBaseOnScreenControl,
float pValueX, float pValueY) {
// TODO Auto-generated method stub
if(pValueX == 0 && pValueY == 0){
mDragon.setRotation(0.0f);
}
mDragon.setRotation(MathUtils.radToDeg((float) Math.atan2(pValueY, pValueX)));
}
@Override
public void onControlClick(
AnalogOnScreenControl pAnalogOnScreenControl) {
// TODO Auto-generated method stub
Log.d("Season","Click on Controller");
}
});
mDerectionControl.setAlpha(0.65f);
mRotationControl.setAlpha(0.65f);
3.将角色加载到场景,在这里需要注意的地方是:
mDragon使用mScene.attachChild(IEntity)的方法
而mDerectionControl和setChildScene只能使用setChildScene(Scene)的方法,不然的话
这两个控制器你怎么点他们都毫无反应,这也是我刚刚开始的时候没仔细看代码犯下的错误
mDerectionControl.setAlpha(0.65f);
mRotationControl.setAlpha(0.65f);
mScene.attachChild(mDragon);
mScene.setChildScene(mDerectionControl);
mDerectionControl.setChildScene(mRotationControl);
pOnCreateSceneCallback.onCreateSceneFinished(mScene);
5.一切准备就绪,运行代码
终于完成了所有代码,开心呀.hoho~~~~~
转载请注明出处哦,谢谢!本文由Season于2012-11-1 14:18完成的
运行结果如下:
本例子源代码:http://download.csdn.net/detail/cen616899547/4710222