关于绘制图形,和创建精灵,贴图的一些简单操作,根据所学知识和理解程度会不断更新
先贴代码:
<p>public class DrawShape extends SimpleBaseGameActivity {
private final int ScreamWidth = Myapplication.ScreenW;
private final int ScreamHeight = Myapplication.ScreenH;</p><p> private Camera mCamera;
private EngineOptions mOptions;
private Scene mScene = new Scene();</p><p> private BitmapTexture mBitmapITexture1;
private ITextureRegion mBitmapITexture1Region;
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion mBitmapITexture2Region, mBitmapITexture3Region;
private BitmapTextureAtlas mBitmapTextureAtlas4;
private ITextureRegion mITextureRegion4;
private Sprite mSprite1, mSprite2, mSprite3, mSprite4;</p><p> @Override
public EngineOptions onCreateEngineOptions() {
// TODO Auto-generated method stub
mCamera = new Camera(0, 0, ScreamWidth, ScreamHeight);</p><p> /*
* new EngineOptions(pFullscreen, pScreenOrientation, pResolutionPolicy,
* pCamera) pFullscreen:是否全屏显示, pScreenOrientation:横竖屏,
* pResolutionPolicy: 处理不同屏幕大小的情况, ------
* 四种对象:RationResolutionPolicy(保持长宽比拉伸);
* -------FillResolutionPolicy(直接拉伸至全屏)
* -------FixedResolutionPolicy(设置固定大小来显示)
* -------RelativeResolutionPolicy(设置放大倍数) pCamera:镜头
*/
mOptions = new EngineOptions(true, ScreenOrientation.PORTRAIT_SENSOR,
new FillResolutionPolicy(), mCamera);
return mOptions;
}</p><p> @Override
protected void onCreateResources() {
// TODO Auto-generated method stub
/*
* 创建一个贴图区域 assets目录 BitmapTexture---ITextureRegion
*/
try {
mBitmapITexture1 = new BitmapTexture(getTextureManager(),
new IInputStreamOpener() {</p><p> @Override
public InputStream open() throws IOException {
// TODO Auto-generated me thod stub
return getAssets().open("gfx/face_box.png");
}
});
mBitmapITexture1.load();
mBitmapITexture1Region = TextureRegionFactory
.extractFromTexture(mBitmapITexture1);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}</p><p> /*
* 创建贴图, assets目录 BitmapTexture---ITextureRegion(接口)
* ITexture(接口)对象构造出了一个空白区域,这个区域的大小不能小于位图对象ITextureRegion大小
* ITextureRegionFactory(接口)对象将图像载入
*/
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");// 通过assets目录必须放在
// gfx文件夹下
mBitmapTextureAtlas = new BitmapTextureAtlas(getTextureManager(),
ScreamWidth, ScreamHeight);
mBitmapITexture2Region = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(mBitmapTextureAtlas, getAssets(),
"face_box.png", 0, 0);
mBitmapITexture3Region = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(mBitmapTextureAtlas, getAssets(),
"madmat.png",0,0);//最后两个参数是载入的图片在Itexture中占据的位置,但暂时未发现实际意义<span style="color:#cc66cc;">【注1】</span>,只要不大于camera大小就好,一般设置为0, mBitmapTextureAtlas.load();// 加载了两个位图</p><p> /*
* 创建贴图区域,Resource
*/
mBitmapTextureAtlas4 = new BitmapTextureAtlas(getTextureManager(),
ScreamWidth, ScreamHeight);
mITextureRegion4 = BitmapTextureAtlasTextureRegionFactory
.createFromResource(mBitmapTextureAtlas4, this,
R.drawable.ic_launcher, 0, 0);
mBitmapTextureAtlas4.load();
}</p><p> @Override
protected Scene onCreateScene() {
// TODO Auto-generated method stub
mScene.setBackground(new Background(0.59f, 0.224f, 0.897f));// 给场景设置背景色</p><p> Line mLine1 = new Line(0.0f, 0.0f, 340.0f, 640.0f,
getVertexBufferObjectManager());// 新建线条,参数是起点的坐标,宽高,和顶点流管理器(get不要每次new)
Rectangle mRectangle1 = new Rectangle(100, 100, 100, 100,
getVertexBufferObjectManager());// 新建矩形,参数是起点的坐标,宽高,和顶点流管理器
mRectangle1.setColor(Color.CYAN);// 给矩形上色
mScene.attachChild(mRectangle1);// 添加到场景中
mScene.attachChild(mLine1);</p><p> mSprite1 = new Sprite(200, 200, mBitmapITexture1Region,
getVertexBufferObjectManager());
mScene.attachChild(mSprite1);</p><p> mSprite2 = new Sprite(100, 100, mBitmapITexture2Region,
getVertexBufferObjectManager());
mScene.attachChild(mSprite2);
mSprite3 = new Sprite(200, 100, mBitmapITexture3Region,
getVertexBufferObjectManager());
mSprite3.setScale(2);// 放大,以中心放大
mSprite3.setAlpha(0.5f);// 透明度
mScene.attachChild(mSprite3);
mSprite4 = new Sprite(50, 100, mITextureRegion4,
getVertexBufferObjectManager());
mScene.attachChild(mSprite4);
/*
* 删除精灵
*/
final EngineLock engineLock = this.mEngine.getEngineLock();
engineLock.lock();
/* Now it is save to remove the entity! */
mScene.detachChild(mSprite4);
mSprite4.dispose();
mSprite4 = null;
engineLock.unlock();</p><p> return mScene;
}</p><p>}</p>
【注1】
书上原话:开发者可能会注意到一个缺陷:每次必须告诉TextureRegionFactory所加载的图片在Texture对象中所处的位置……BuildableTexture可以自动安排图片位置的方法。
之前不理解,因为公用一个Teture 贴图区域对象时,并未发生贴图对象重叠的现象,估计是在创建精灵的时候定义了精灵位置,同时这些精灵都是静态的,在做简单的动画效果时,动画贴图和另一个静态贴图共用了一个贴图区域对象,他们的坐标都统一设置成了0,0,导致动画实现的时候出现的另一贴图的影响,发生了重叠影响。实际上多个贴图对象共用一个贴图区域就相当于TiledTextureRegion对象,一张图上有多个图像,再分割显示。
贴图对象共用一个区域对象减少区域对象的创建可以减少内存占用,要注意位置设置,尽量避免重叠!
当有动画的时候这个方法就相当麻烦了,图与图之间时常影响,并且找不到位置设置的规律,因此在全是静态贴图的时候可以用这样的方法来创建,否则还是使用BuildTexture来自动排列贴图好得多,调用build方法:如下
mRegion3
= BitmapTextureAtlasTextureRegionFactory.createFromAsset(
mAtlas2
, getAssets(),
"SpriteTest/p1.png"
);
mRegion2
= BitmapTextureAtlasTextureRegionFactory.createFromAsset(
mAtlas2
, getAssets(),
"SpriteTest/p2.png"
);
mRegion4
= BitmapTextureAtlasTextureRegionFactory.createFromAsset(
mAtlas2
, getAssets(),
"face_box.png"
);
try
{
mAtlas2
.build(
new
BlackPawnTextureAtlasBuilder<IBitmapTextureAtlasSource,
BitmapTextureAtlas>(
0, 0, 0));//设置贴图间的间隔,与边界的间隔
}
catch
(TextureAtlasBuilderException e) {
//
TODO
Auto-generated catch block
e.printStackTrace();
}