libGDX学习记录(二)

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。
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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

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3.进入上期项目,找到android目录下的assets下的sprites.png和sprites.txt。
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4.在core目录下,进入最里层,和MyGdxcGame.java同级,创建一个Banana.java

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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

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结果如图:
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好吧,还是没啥用,再见!

  1. 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

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4.点击图中Add,添加需要操作的图片
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5.选区工具
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描点
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6.四图皆描好点后,对各自的物理特性进行修改

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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)。
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8.更改项目最外层的build.gradle
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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
在这里插入图片描述

11.完整源码

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