(libgdx小结)演员类的使用
















二、应用举例

1、Mario

package com.example.groupactiontest;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;

/**
 * mario具有以下属性:坐标、状态、动作
 * mario具有以下行为:人物移动、状态改变
 * @author pc
 *
 */
public class Mario extends Actor {

	//mario的坐标
	public static float x;
	public static float y;
	
	public float stateTime = 0;
	
	//mario的状态
	enum STATE{
		LEFT,RIGHT,IDLE
	}STATE state;
	
	//mario的动作
	Animation aniLeft;
	Animation aniRight;
	Animation aniIdle;
	
	//用于动画
	Texture texture;
	TextureRegion currentFrame;
	
	//按钮
	ImageButton buttonL;
	ImageButton buttonR;
	
	
	
	public Mario(float x, float y) {
		this.x = x;
		this.y = y;
		
		state = STATE.IDLE;//mario的默认状态为idle(空闲)
		
		this.show();
	}
	
	
	private void show() {
		texture = new Texture(Gdx.files.internal("Mario.png"));
		TextureRegion[][] split = TextureRegion.split(texture, 64, 64);
	    TextureRegion[][] mirror = TextureRegion.split(texture, 64, 64);
		
	    /**
	     * 获取对称的画面
	     */
		for(TextureRegion[] region1 : mirror){
			for(TextureRegion region2 : region1){
				region2.flip(true, false);
			}
		}
		
		/**
		 * 左中右动画的实现
		 */
		TextureRegion[] rightAniFrame = new TextureRegion[3];
		rightAniFrame[0] = split[0][1];
		rightAniFrame[1] = split[0][2];
		rightAniFrame[2] = split[0][0];
		aniRight = new Animation(0.1f,rightAniFrame);
		
		TextureRegion[] leftAniFrame = new TextureRegion[3];
		leftAniFrame[0] = mirror[0][1];
		leftAniFrame[1] = mirror[0][2];
		leftAniFrame[2] = mirror[0][0];
		aniLeft = new Animation(0.1f, leftAniFrame);
		
		TextureRegion[] idleAniFrame = new TextureRegion[1];
		idleAniFrame[0] = split[0][0];
		aniIdle = new Animation(0.1f, idleAniFrame);
		
		
		
		
		
		/**
		 * ImageButon的初始化
		 */
		buttonL = new ImageButton(new TextureRegionDrawable(split[1][0]),new TextureRegionDrawable(split[1][1]));
		buttonR = new ImageButton(new TextureRegionDrawable(mirror[1][0]),new TextureRegionDrawable(mirror[1][1]));
		buttonL.setPosition(20, 20);
		buttonR.setPosition(100, 20);
		
		
		
		
		
		
		/**
		 * ImageButton的监听事件
		 */
		buttonL.addListener(new InputListener(){
			@Override
			public boolean touchDown(InputEvent event, float x, float y,
					int pointer, int button) {
				
				state = STATE.LEFT;
				return true;
			}
			
			@Override
			public void touchUp(InputEvent event, float x, float y,
					int pointer, int button) {
				
				state = STATE.IDLE;
				
				super.touchUp(event, x, y, pointer, button);
			}
		});
		
		buttonR.addListener(new InputListener(){
			@Override
			public boolean touchDown(InputEvent event, float x, float y,
					int pointer, int button) {
				
				state = STATE.RIGHT;
				return true;
			}
			
			@Override
			public void touchUp(InputEvent event, float x, float y,
					int pointer, int button) {
				
				state = STATE.IDLE;
				
				super.touchUp(event, x, y, pointer, button);
			}
		});
		
	}

    /**
     * 人物移动
     */
	public void update(){
		if(state == STATE.LEFT){
			x -= 1.5f;
			
			if(x < 20){//空气墙。即mario最左不能超过这个坐标
				x = 20;
			}
		}else if(state == STATE.RIGHT){
			x += 1.5f;
			
			if(x > 400){//空气墙。即mario最右不能超过这个坐标
				x = 400;
			}
		}
	}
	
	/**
	 * 状态判断,更换画面
	 */
	public void aniCheck(){
		if(state == STATE.LEFT){
			currentFrame = aniLeft.getKeyFrame(stateTime, true);
		}else if(state == STATE.RIGHT){
			currentFrame = aniRight.getKeyFrame(stateTime, true);
		}else if(state == STATE.IDLE){
			currentFrame = aniIdle.getKeyFrame(stateTime,true);
		}
	}
	
	
	@Override
	public void act(float arg0) {//在一定的时间段内,更新演员的状态
		// TODO Auto-generated method stub
		super.act(arg0);
	}

	@Override
	public void draw(SpriteBatch batch, float parentAlpha) {//演员本身可以在舞台中绘画
		
		stateTime += Gdx.graphics.getDeltaTime();//修改statetime
		update();//移动人物
		aniCheck();//更改人物状态
		
		
		batch.draw(currentFrame, x, y);//把当前帧滑到界面上
		
		super.draw(batch, parentAlpha);
	}

	
}


2、MyGame

package com.example.groupactiontest;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;

/**
 * 游戏画面展现出来的东西就只有
 * 背景---->image
 * mario---->Mario
 * 按钮--->mario的成员变量
 * 
 * 
 * 把它们都添加到舞台上
 * @author pc
 *
 */
public class MyGame implements ApplicationListener {

	Stage stage;
	Image image;
	Mario mario;
	
	@Override
	public void create() {
		stage = new Stage(480,320,false);
		
		image = new Image(new Texture(Gdx.files.internal("image.jpg")));
		image.setPosition(0, 170);
		
		mario = new Mario(0,190);
		
		stage.addActor(image);
		stage.addActor(mario);
		stage.addActor(mario.buttonL);
		stage.addActor(mario.buttonR);
		
		Gdx.input.setInputProcessor(stage);
	}

	@Override
	public void dispose() {
		// TODO Auto-generated method stub

	}

	@Override
	public void pause() {
		// TODO Auto-generated method stub

	}

	@Override
	public void render() {
		Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
		
		stage.act();
		stage.draw();
	}

	@Override
	public void resize(int arg0, int arg1) {
		// TODO Auto-generated method stub

	}

	@Override
	public void resume() {
		// TODO Auto-generated method stub

	}

}


三、运行效果



四、源码下载

http://download.csdn.net/detail/caihongshijie6/7007011

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