下载TexturePacker图片合成器
1.官网下载地址:https://www.codeandweb.com/texturepacker/download
下载完,双击后傻瓜式安装,记住自己的安装位置,可更改。
2.合成素材
打开TexturePacker
1.打开安装目录的bin文件夹,找到如图启动程序,双击,选择试用版,之后桌面会有快捷方式。
2.如图,将合成素材的文件夹拖入左边的项目栏,右上角选择libGDX框架的数据格式,下方两个文件夹选择上期项目的android目录下的assetes,上下分别创建一个sprites.txt和sprites.png。最后点击发布精灵表
3.进入上期项目,找到android目录下的assets下的sprites.png和sprites.txt。
4.在core目录下,进入最里层,和MyGdxcGame.java同级,创建一个Banana.java
代码如下:(备注仅为个人估计,仅供参考)
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.viewport.ExtendViewport;
public class Banana extends ApplicationAdapter {
TextureAtlas textureAtlas; //该对象处理合同相关的逻辑
Sprite banana; //图片对象
SpriteBatch batch;
OrthographicCamera camera;
ExtendViewport viewport;
//Ctrl+O,导入create和dispose
@Override
public void create() {
textureAtlas = new TextureAtlas("sprites.txt");
banana = textureAtlas.createSprite("banana");
batch = new SpriteBatch();
// 设定初始比例
camera = new OrthographicCamera();
viewport = new ExtendViewport(800,600,camera);
}
@Override
public void render() {
Gdx.gl.glClearColor(0.57f, 0.77f, 0.85f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin(); //绘图
// banana.setPosition(0,0);
// banana.draw(batch);
//
// banana.setPosition(100,100);
// banana.draw(batch);
drawSprite("banana",0,0);
drawSprite("banana",100,100);
drawSprite("cherries",200,100);
batch.end();
}
@Override
public void resize(int width, int height) {
//更新绘图比例
viewport.update(width,height,true);
batch.setProjectionMatrix(camera.combined);
}
@Override
public void dispose() {
textureAtlas.dispose();
}
//封装绘图方法
private void drawSprite(String name,float x,float y){
Sprite sprite = textureAtlas.createSprite(name);
sprite.setPosition(x,y);
sprite.draw(batch);
}
}
5.先进行桌面端的测试,打开desktop的启动项DesktopLauncher,将MyGdxGame,改成Banana。
点击运行
结果如图:
好吧,还是没啥用,再见!
- 该阶段源码
水果落地
1.下载PhysicsEditor-1.8.4-x64.msi安装包
2.双击即可傻瓜式安装,记住安装路径
3.找到安装目录下的bin文件夹,打开软件
4.点击图中Add,添加需要操作的图片
5.选区工具
描点
6.四图皆描好点后,对各自的物理特性进行修改
7.全都处理好后,选择项目Android目录下的assets保存该文件,文件名为sprites。最后点击Publish,生成一个physics.xml文件。(项目中的文件才会生效)。
8.更改项目最外层的build.gradle
完整build.gradle
buildscript {
repositories {
maven { url "https://maven.aliyun.com/nexus/content/groups/public/" }
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
}
dependencies {
classpath 'com.android.tools.build:gradle:3.1.0'
}
}
allprojects {
apply plugin: "eclipse"
apply plugin: "idea"
version = '1.0'
ext {
appName = 'abcTest'
gdxVersion = '1.9.12'
roboVMVersion = '2.3.11'
box2DLightsVersion = '1.5'
ashleyVersion = '1.7.3'
aiVersion = '1.8.2'
}
repositories {
maven { url "https://maven.aliyun.com/nexus/content/groups/public/" }
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
maven { url "https://oss.sonatype.org/content/repositories/releases/" }
}
}
project(":desktop") {
apply plugin: "java"
dependencies {
compile project(":core")
compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
compile "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-desktop"
}
}
project(":android") {
apply plugin: "android"
configurations { natives }
dependencies {
compile project(":core")
compile "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-x86"
}
}
project(":core") {
apply plugin: "java"
dependencies {
compile "com.codeandweb.physicseditor:gdx-pe-loader:1.1.0"
compile "com.badlogicgames.gdx:gdx:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
}
}
tasks.eclipse.doLast {
delete ".project"
}
9.更新完这两次配置后,点击右上角出现的刷新按钮,等待加载完毕
10.修改banana.java的代码
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.viewport.ExtendViewport;
import com.codeandweb.physicseditor.PhysicsShapeCache;
import java.util.HashMap;
import java.util.Random;
public class Banana extends ApplicationAdapter {
static final float STEP_TIME = 1f/60f;
static final int VELOCITY_ITERATIONS = 6;
static final int POSITION_ITERATIONS = 2;
static final float SCALE = 0.05f;
float accumulator = 0;
TextureAtlas textureAtlas; //该对象处理合同相关的逻辑
Sprite banana; //图片对象
SpriteBatch batch;
final HashMap<String,Sprite> sprites = new HashMap<String, Sprite>();
OrthographicCamera camera;
ExtendViewport viewport;
World world;
PhysicsShapeCache physicsBodies;
Body cherries;
Body ground;
static final int COUNT = 10;
Body[] fruitBodies = new Body[COUNT];
String[] names = new String[COUNT];
//随机生成水果
private void generateFruit(){
String[] fruitNames = new String[]{"banana","cherries","orange"};
Random random = new Random();
for (int i=0;i<fruitBodies.length;i++){
String name = fruitNames[random.nextInt(fruitNames.length)];
float x =random.nextFloat()*50;
float y =random.nextFloat()*50+50;
names[i] = name;
fruitBodies[i] = createdBody(name,x,y,0);
}
}
private void createGround(){
if (ground!=null){
world.destroyBody(ground);
}
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.StaticBody;
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.friction = 1;
PolygonShape shape = new PolygonShape();
shape.setAsBox(camera.viewportWidth,1);
fixtureDef.shape = shape;
ground = world.createBody(bodyDef);
ground.createFixture(fixtureDef);
ground.setTransform(0,0,0);
shape.dispose();
}
private void stepWorld(){
float delta = Gdx.graphics.getDeltaTime();
accumulator +=Math.min(delta,0.25f);
if (accumulator >=STEP_TIME){
accumulator -=STEP_TIME;
world.step(STEP_TIME,VELOCITY_ITERATIONS,POSITION_ITERATIONS);
}
}
private void addSprites(){
Array<TextureAtlas.AtlasRegion> regions = textureAtlas.getRegions();
for (TextureAtlas.AtlasRegion region : regions){
Sprite sprite = textureAtlas.createSprite(region.name);
float width = sprite.getWidth() * SCALE;
float height = sprite.getHeight() *SCALE;
sprite.setSize(width,height);
sprite.setOrigin(0,0);
sprites.put(region.name,sprite);
}
}
private Body createdBody(String name,float x,float y,float rotation){
Body body = physicsBodies.createBody(name,world,SCALE,SCALE);
body.setTransform(x,y,rotation);
return body;
}
//Ctrl+O,导入create和dispose
@Override
public void create() {
textureAtlas = new TextureAtlas("sprites.txt");
addSprites();
// banana = textureAtlas.createSprite("banana");
batch = new SpriteBatch();
// 设定初始比例
camera = new OrthographicCamera();
viewport = new ExtendViewport(50,50,camera);
Box2D.init();
world = new World(new Vector2(0,-80),true);
physicsBodies = new PhysicsShapeCache("physics.xml");
// cherries = createdBody("cherries",10,50,0);
generateFruit();
}
@Override
public void render() {
Gdx.gl.glClearColor(0.57f, 0.77f, 0.85f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stepWorld();
batch.begin(); //绘图
for (int i=0;i<fruitBodies.length;i++){
Body body = fruitBodies[i];
String name = names[i];
Vector2 position = body.getPosition();
float degrees = (float)Math.toDegrees(body.getAngle());
drawSprite(name,position.x,position.y,degrees);
}
// drawSprite("banana",0,0);
// drawSprite("cherries",5,5);
// Vector2 position = cherries.getPosition();
// float degrees = (float) Math.toDegrees(cherries.getAngle());
// drawSprite("cherries",position.x,position.y,degrees);
batch.end();
}
@Override
public void resize(int width, int height) {
//更新绘图比例
viewport.update(width,height,true);
batch.setProjectionMatrix(camera.combined);
createGround();
}
@Override
public void dispose() {
textureAtlas.dispose();
sprites.clear();
}
//封装绘图方法
private void drawSprite(String name,float x,float y,float degrees){
// Sprite sprite = textureAtlas.createSprite(name);
Sprite sprite = sprites.get(name);
sprite.setPosition(x,y);
sprite.setRotation(degrees);
sprite.setOrigin(0f,0f);
sprite.draw(batch);
}
}
10.启动桌面端,即可看见水果落地
11.完整源码