同样的是 3个回调
public EngineOptions onCreateEngineOptions()
protected void onCreateResources()
protected Scene onCreateScene()
只是对应的Scene有变化, 前面的和1一样
Entity 作为一个对象,可以设置attachChild子对象
准备画2个正方形,开始坐标为(0,0)左上角
一个的左上角是(0,0)边长为180,
一个是 (200,100)边长为380
写一个Scene,
private Scene getEntityLeftTop(){
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
//对象的起始点(左上角)
final Entity rectangleGroup = new Entity(0, 0);
rectangleGroup.setColor(40,10,10);
Rectangle rect1 = new Rectangle(0, 0, 180, 180, vertexBufferObjectManager);
rect1.setColor(10,10,10);
Rectangle rect2 = new Rectangle(200, 100, 380, 380, vertexBufferObjectManager);
rect2.setColor(10,50,10);
rectangleGroup.attachChild(rect2);
rectangleGroup.attachChild(rect1);
scene.attachChild(rectangleGroup);
return scene;
}
在protected Scene onCreateScene()中 return这个Scene,就可以得到2个正方形了
同理, 如果设置Entity在正中间的话, 就从 中间开始画了
其中,有一个Rectangle起点是 负值, 可以认为是负的坐标
private Scene getEntityCenter(){
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
//对象的起始点(左上角)
final Entity rectangleGroup = new Entity(CAMERA_WIDTH / 2, CAMERA_HEIGHT / 2);
rectangleGroup.setColor(40,10,10);
Rectangle rect1 = new Rectangle(0, 0, 180, 180, vertexBufferObjectManager);
rect1.setColor(10,10,10);
Rectangle rect2 = new Rectangle(-180, -100, 380, 380, vertexBufferObjectManager);
rect2.setColor(10,50,10);
rectangleGroup.attachChild(rect2);
rectangleGroup.attachChild(rect1);
scene.attachChild(rectangleGroup);
return scene;
}