(15)、andengine之各个IEaseFunction的效果演示

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.modifier.MoveModifier;
import org.andengine.entity.primitive.Line;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.sprite.Sprite;
import org.andengine.entity.text.Text;
import org.andengine.entity.util.FPSLogger;
import org.andengine.input.touch.TouchEvent;
import org.andengine.opengl.font.Font;
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.atlas.bitmap.BuildableBitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.source.IBitmapTextureAtlasSource;
import org.andengine.opengl.texture.atlas.buildable.builder.BlackPawnTextureAtlasBuilder;
import org.andengine.opengl.texture.atlas.buildable.builder.ITextureAtlasBuilder.TextureAtlasBuilderException;
import org.andengine.opengl.texture.region.TextureRegion;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import org.andengine.util.color.Color;
import org.andengine.util.modifier.ease.EaseBackIn;
import org.andengine.util.modifier.ease.EaseBackInOut;
import org.andengine.util.modifier.ease.EaseBackOut;
import org.andengine.util.modifier.ease.EaseBounceIn;
import org.andengine.util.modifier.ease.EaseBounceInOut;
import org.andengine.util.modifier.ease.EaseBounceOut;
import org.andengine.util.modifier.ease.EaseCircularIn;
import org.andengine.util.modifier.ease.EaseCircularInOut;
import org.andengine.util.modifier.ease.EaseCircularOut;
import org.andengine.util.modifier.ease.EaseCubicIn;
import org.andengine.util.modifier.ease.EaseCubicInOut;
import org.andengine.util.modifier.ease.EaseCubicOut;
import org.andengine.util.modifier.ease.EaseElasticIn;
import org.andengine.util.modifier.ease.EaseElasticInOut;
import org.andengine.util.modifier.ease.EaseElasticOut;
import org.andengine.util.modifier.ease.EaseExponentialIn;
import org.andengine.util.modifier.ease.EaseExponentialInOut;
import org.andengine.util.modifier.ease.EaseExponentialOut;
import org.andengine.util.modifier.ease.EaseLinear;
import org.andengine.util.modifier.ease.EaseQuadIn;
import org.andengine.util.modifier.ease.EaseQuadInOut;
import org.andengine.util.modifier.ease.EaseQuadOut;
import org.andengine.util.modifier.ease.EaseQuartIn;
import org.andengine.util.modifier.ease.EaseQuartInOut;
import org.andengine.util.modifier.ease.EaseQuartOut;
import org.andengine.util.modifier.ease.EaseQuintIn;
import org.andengine.util.modifier.ease.EaseQuintInOut;
import org.andengine.util.modifier.ease.EaseQuintOut;
import org.andengine.util.modifier.ease.EaseSineIn;
import org.andengine.util.modifier.ease.EaseSineInOut;
import org.andengine.util.modifier.ease.EaseSineOut;
import org.andengine.util.modifier.ease.EaseStrongIn;
import org.andengine.util.modifier.ease.EaseStrongInOut;
import org.andengine.util.modifier.ease.EaseStrongOut;
import org.andengine.util.modifier.ease.IEaseFunction;

import android.graphics.Typeface;
import android.util.DisplayMetrics;
/**
 * 各个IEaseFunction的效果演示
 */
public class EaseFunctionActivity extends SimpleBaseGameActivity
{
 private static int winWidth = 854;
 private static int winHeight = 480;
 
 private BuildableBitmapTextureAtlas mBuildableBitmapTextureAtlas;
 
 private TextureRegion mNextTextureRegion,mBadgeTextureRegion;
 
 private Sprite[] mBadgeSprite = new Sprite[3];
 
 private int mEaseFunctionsIndex = 0;
 
 private Text[] mEaseFunctionNameTexts = new Text[3];
 
 //当前是第几组IEaseFunction
 private Text mIndexText;
 //字体
 private Font mFont,mIndexFont;
 
 private static IEaseFunction[][] mEaseFunctions = new IEaseFunction[][]
 {
  new IEaseFunction[]
  {
   EaseLinear.getInstance(),
   EaseLinear.getInstance(),
   EaseLinear.getInstance()
  },
  new IEaseFunction[]
  {
   EaseBackIn.getInstance(),
   EaseBackOut.getInstance(),
   EaseBackInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseBounceIn.getInstance(),
   EaseBounceOut.getInstance(),
   EaseBounceInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseCircularIn.getInstance(),
   EaseCircularOut.getInstance(),
   EaseCircularInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseCubicIn.getInstance(),
   EaseCubicOut.getInstance(),
   EaseCubicInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseElasticIn.getInstance(),
   EaseElasticOut.getInstance(),
   EaseElasticInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseExponentialIn.getInstance(),
   EaseExponentialOut.getInstance(),
   EaseExponentialInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseQuadIn.getInstance(),
   EaseQuadOut.getInstance(),
   EaseQuadInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseQuartIn.getInstance(),
   EaseQuartOut.getInstance(),
   EaseQuartInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseQuintIn.getInstance(),
   EaseQuintOut.getInstance(),
   EaseQuintInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseSineIn.getInstance(),
   EaseSineOut.getInstance(),
   EaseSineInOut.getInstance()
  },
  new IEaseFunction[]
  {
   EaseStrongIn.getInstance(),
   EaseStrongOut.getInstance(),
   EaseStrongInOut.getInstance()
  }
 };
 
 /**
  * 设置屏幕大小
  */
 private void setScreenDisplay()
 {
  DisplayMetrics displayMetrics = new DisplayMetrics();
  getWindowManager().getDefaultDisplay().getMetrics(displayMetrics);
  winWidth = displayMetrics.widthPixels;
  winHeight = displayMetrics.heightPixels;
 }
 /**
  * (1)
  */
 @Override
 public EngineOptions onCreateEngineOptions()
 {
  System.out.println("onCreateEngineOptions()");
  setScreenDisplay();
  Camera camera = new Camera(0,0,winWidth,winHeight);
  return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(winWidth, winHeight), camera);
 }

 /**
  * (2)
  */
 @Override
 protected void onCreateResources()
 {
  System.out.println("onCreateResources()");
  //最好不同颜色字体存放在不同的纹理区域中
  //创建字体
  BitmapTextureAtlas mFontBitmapTextureAtlas1 = new BitmapTextureAtlas(getTextureManager(), 512, 512, TextureOptions.DEFAULT);
  mFont = new Font(getFontManager(), mFontBitmapTextureAtlas1, Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32, true, Color.WHITE);
  //创建字体
  BitmapTextureAtlas mFontBitmapTextureAtlas2 = new BitmapTextureAtlas(getTextureManager(), 512, 512, TextureOptions.DEFAULT);
  mIndexFont = new Font(getFontManager(), mFontBitmapTextureAtlas2, Typeface.create(Typeface.SANS_SERIF, Typeface.ITALIC), 35, false, Color.RED);
  //字体要单独加载(mFontBitmapTextureAtlas.load()好像不行)
  mFont.load();
  mIndexFont.load();
  
  BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("images/");
  mBuildableBitmapTextureAtlas = new BuildableBitmapTextureAtlas(getTextureManager(), 512, 512, TextureOptions.DEFAULT);
  mNextTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBuildableBitmapTextureAtlas, this, "next.png");
  mBadgeTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBuildableBitmapTextureAtlas, this, "badge.png");
  try
  {
   mBuildableBitmapTextureAtlas.build(new BlackPawnTextureAtlasBuilder<IBitmapTextureAtlasSource, BitmapTextureAtlas>(0,1,1));
  } catch (TextureAtlasBuilderException e)
  {
   e.printStackTrace();
  }
  
  mBuildableBitmapTextureAtlas.load();
  
 }

 /**
  * (3)
  */
 @Override
 protected Scene onCreateScene()
 {
  System.out.println("onCreateScene()");
  this.mEngine.registerUpdateHandler(new FPSLogger());
  Scene scene = new Scene();

  /*
   * 平视显示器
   * 摄像机的HUD相当于在你的视野上添加一个图层,这个图层用处很多,比如相机上的十字线,汽车模拟游戏里面的仪表盘。
   * 在AndEngine中实际是在Camera中添加一个叫HUD的屏幕实体
   */
//  HUD hud = new HUD();   //TODO 使用HUD的意义是什么?是不是与runOnUpdateThread的操作有关?
  
  Sprite nextSprite = new Sprite(winWidth-mNextTextureRegion.getWidth()-100, 0, mNextTextureRegion, getVertexBufferObjectManager())
  {
   @Override
   public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY)
   {
    if (pSceneTouchEvent.isActionDown())
    {
     next();
    }
    return true;
   }
  };

  Sprite previousSprite = new Sprite(100, 0, mNextTextureRegion, getVertexBufferObjectManager())
  {
   @Override
   public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY)
   {
    if (pSceneTouchEvent.isActionDown())
    {
     previous();
    }
    return true;
   }
  };
  //设置previousSprite横向翻转
  previousSprite.setFlippedHorizontal(true);
  
  scene.attachChild(nextSprite);
  scene.attachChild(previousSprite);
  
  scene.registerTouchArea(nextSprite);
  scene.registerTouchArea(previousSprite);
  
  mBadgeSprite[0] = new Sprite(0, mNextTextureRegion.getHeight()+40, mBadgeTextureRegion, getVertexBufferObjectManager());
  mBadgeSprite[1] = new Sprite(0, mNextTextureRegion.getHeight()+mBadgeTextureRegion.getHeight()+80, mBadgeTextureRegion, getVertexBufferObjectManager());
  mBadgeSprite[2] = new Sprite(0, mNextTextureRegion.getHeight()+2*mBadgeTextureRegion.getHeight()+120, mBadgeTextureRegion, getVertexBufferObjectManager());
  
  //创建文字(一般使用这个构造器避免ArrayIndexOutOfBoundsException异常)
  mEaseFunctionNameTexts[0] = new Text(0, mNextTextureRegion.getHeight()+mBadgeTextureRegion.getHeight()+40, mFont, "",30, getVertexBufferObjectManager());
  mEaseFunctionNameTexts[1] = new Text(0, mNextTextureRegion.getHeight()+2*mBadgeTextureRegion.getHeight()+80, mFont, "",30, getVertexBufferObjectManager());
  mEaseFunctionNameTexts[2] = new Text(0, mNextTextureRegion.getHeight()+3*mBadgeTextureRegion.getHeight()+120, mFont, "",30, getVertexBufferObjectManager());
  
  mIndexText = new Text(winWidth/2-100, 40, mIndexFont, "",30, getVertexBufferObjectManager());
  
  scene.attachChild(mBadgeSprite[0]);
  scene.attachChild(mBadgeSprite[1]);
  scene.attachChild(mBadgeSprite[2]);
  
  //把文字添加到场景
  scene.attachChild(mIndexText);
  scene.attachChild(mEaseFunctionNameTexts[0]);
  scene.attachChild(mEaseFunctionNameTexts[1]);
  scene.attachChild(mEaseFunctionNameTexts[2]);
  
  //画3条直线
  scene.attachChild(new Line(0,  mNextTextureRegion.getHeight()+mBadgeTextureRegion.getHeight()+73,
    winWidth, mNextTextureRegion.getHeight()+mBadgeTextureRegion.getHeight()+73, 2, getVertexBufferObjectManager()));
  scene.attachChild(new Line(0,  mNextTextureRegion.getHeight()+2*mBadgeTextureRegion.getHeight()+113,
    winWidth, mNextTextureRegion.getHeight()+2*mBadgeTextureRegion.getHeight()+113, 2, getVertexBufferObjectManager()));
  scene.attachChild(new Line(0,  mNextTextureRegion.getHeight()+3*mBadgeTextureRegion.getHeight()+153,
    winWidth, mNextTextureRegion.getHeight()+3*mBadgeTextureRegion.getHeight()+153, 2, getVertexBufferObjectManager()));
  
  return scene;
 }
 
 private void next()
 {
  mEaseFunctionsIndex++;
  mEaseFunctionsIndex %= mEaseFunctions.length;
  reAnimate();
 }

 
 private void previous()
 {
  mEaseFunctionsIndex--;
  if (mEaseFunctionsIndex < 0) mEaseFunctionsIndex += mEaseFunctions.length;
  reAnimate();
 }
 /**
  * (4)
  */
 @Override
 public synchronized void onGameCreated()
 {
  reAnimate();
 }

 /**
  * 徽记坐标归位,并重新设置EaseFunction定义移动修改器。
  */ 
 private void reAnimate()
 {
  //实现onUpdateSpriteBatch函数来动态更新精灵
  this.runOnUpdateThread(new Runnable()
  {
   @Override
   public void run()
   {
    System.out.println("mEaseFunctionsIndex:"+mEaseFunctionsIndex);
    mIndexText.setText("第"+mEaseFunctionsIndex+"组");
    for (int i = 0; i < 3; i++)
    {
     mBadgeSprite[i].setPosition(0, mBadgeSprite[i].getY());
     //移除上一次的实体修改器
     mBadgeSprite[i].clearEntityModifiers();
     //设置文本
     mEaseFunctionNameTexts[i].setText(mEaseFunctions[mEaseFunctionsIndex][i].getClass().getSimpleName());
     MoveModifier moveModifier = new MoveModifier
     (
      3,
      0,
      winWidth-mBadgeSprite[i].getWidth(),
      mBadgeSprite[i].getY(),
      mBadgeSprite[i].getY(),
      mEaseFunctions[mEaseFunctionsIndex][i]
     );
     mBadgeSprite[i].registerEntityModifier(moveModifier);
    }
   }
  });
 }

}

 


 

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