一路坑坑洼洼的过来,总算到了Touch部分DEMO,这些例子都是通过Android的单点触控和多点触控实现的,包括缩放、拖拽、滚动等各类实现。感觉这部分是相对轻松的一块,主要目的是了解他的程序结构。先来第一个例子,拖拽的示例。
这个例子中只是让精灵的坐标设置触控的坐标,完成精灵随手指触控移动的效果,但是还是会有一定的延时感。下面上代码:
package org.andengine.examples;
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;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import android.widget.Toast;
public class TouchDragExample extends SimpleBaseGameActivity {
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion mFaceTextureRegion;
@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(), 32, 32, TextureOptions.BILINEAR);
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "face_box.png", 0, 0);
this.mBitmapTextureAtlas.load();
}
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2;
final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2;
final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) {
//touch事件中,当Sprite的区域被触点是响应
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
//设置位置随SceneTouchEvent的坐标改变。
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
//放大4倍
face.setScale(4);
scene.attachChild(face);
scene.registerTouchArea(face);
scene.setTouchAreaBindingOnActionDownEnabled(true);
return scene;
}
}