public class SpriteExample extends BaseExample {
private static final int CAMERA_WIDTH = 480;//照着前一篇文章的例子写就行了,框架都打好了
private static final int CAMERA_HEIGHT = 320;
private Camera mCamera;
private BitmapTextureAtlas mBitmapTextureAtlas;
private TextureRegion mFaceTextureRegion;
@Override
public Engine onLoadEngine() {
this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE,
new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), this.mCamera));
}
@Override
public void onLoadResources() {
this.mBitmapTextureAtlas = new BitmapTextureAtlas(32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
//gfx是asset目录下的一个文件夹,里面有“face_box.png”这个图片
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas,
this, "face_box.png", 0, 0);
this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
}
@Override
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
scene.setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));
/* Calculate the coordinates for the face, so its centered on the camera. */
final int centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2;
final int centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2;
/* Create the face and add it to the scene. */
final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion);
scene.attachChild(face);
return scene;
}
@Override
public void onLoadComplete() {
}
}
我学习的过程是,先试几个例子,学会用了,再问为什么。自己动手试一下SpriteExample.java 这个自带的例子,Sprite类的简单应用,在屏幕上显示一个精灵,可以增强自己的自信心。
ps: BitmapTextureAtlas的参数不能小于图片的大小,且必须为2的整数幂。TextureRegion定义了Texture上的一个矩形区域。Sprites使用TextureRegion使系统知道Sprite显示的是整个Texture的那部分。A TextureRegion defines a rectangle on the Texture. A TextureRegion is used by Sprites to let the system know what part of the big Texture the Sprite is showing