我是AndEngine的新手并且有点麻烦。我想在屏幕上拖动一个精灵,当手指从精灵中抬起时,让物体落到屏幕的底部。每次触摸屏幕(但不是精灵)时,都会在该点创建一个新的精灵。我试图结合每次触摸时创建形状的PhysicsExample,然后让它们落下,TouchDragExample可以让你在屏幕上拖动一个精灵。我剩下的是在最后一个精灵被创建的精灵,并立即被移动到触摸屏幕的位置。然后每个精灵都有自己的“引力场”或其他东西。它们不会掉落,而是尽可能远离彼此。此外,在创建纹理区域时,我将在图像(0,0)处留下图像。如何将图像加载到纹理区域,但不将其显示在屏幕上?我的代码如下:
public class TestGFXActivity extends SimpleBaseGameActivity implements IAccelerationListener, IOnSceneTouchListener{
/** Called when the activity is first created. */
private Camera camera;
private static final int Camera_Width = 512;
private static final int Camera_Height = 512;
int centerX, centerY;
private BitmapTextureAtlas backgroundTextureAtlas;
private ITextureRegion backgroundTextureRegion, circleTR;
private PhysicsWorld mPhysicsWorld;
private Scene scene;
private static final FixtureDef FIXTURE_DEF = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);
@Override
public EngineOptions onCreateEngineOptions() {
// TODO Auto-generated method stub
camera = new Camera(0,0,Camera_Width,Camera_Height);
EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED,
new FillResolutionPolicy(), camera);
return engineOptions;
}
@Override
protected void onCreateResources() {
// TODO Auto-generated method stub
backgroundTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(),
512,512,TextureOptions.DEFAULT);
backgroundTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(backgroundTextureAtlas, this, "bluelavabackground2.png",0,0);
circleTR = BitmapTextureAtlasTextureRegionFactory.createFromAsset(backgroundTextureAtlas, this, "bubble2.png",0,0);
backgroundTextureAtlas.load();
}
@Override
protected Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
centerX = (int) ((Camera_Width - this.backgroundTextureRegion.getWidth())/2);
centerY = (int) ((Camera_Height - this.backgroundTextureRegion.getHeight())/2);
scene = new Scene();
this.scene.setOnSceneTouchListener((IOnSceneTouchListener) this);
scene.setBackground(new Background(1,1,1));
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), false); //Sets x and y acceleration
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
final Rectangle ground = new Rectangle(0, Camera_Height - 2, Camera_Width, 2, vertexBufferObjectManager);
final Rectangle roof = new Rectangle(0, 0, Camera_Height, 2, vertexBufferObjectManager);
final Rectangle left = new Rectangle(0, 0, 2, Camera_Height, vertexBufferObjectManager);
final Rectangle right = new Rectangle(Camera_Height - 2, 0, 2, Camera_Width, vertexBufferObjectManager);
final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef);
this.scene.attachChild(ground);
this.scene.attachChild(roof);
this.scene.attachChild(left);
this.scene.attachChild(right);
this.scene.registerUpdateHandler(this.mPhysicsWorld);
final Sprite background = new Sprite(centerX,centerY,this.backgroundTextureRegion, getVertexBufferObjectManager());
scene.attachChild(background);
return scene;
}
@Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
final Sprite face;
final Body body;
if(this.mPhysicsWorld != null) {
if(pSceneTouchEvent.isActionDown()) {
face = new Sprite(pSceneTouchEvent.getX(), pSceneTouchEvent.getY(), this.circleTR, this.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
face.setScale((float) .25);
scene.attachChild(face);
scene.registerTouchArea(face);
scene.setTouchAreaBindingOnActionDownEnabled(true);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true));
return true;
}else if(pSceneTouchEvent.isActionDown()){
scene.setTouchAreaBindingOnActionDownEnabled(false);
}
}
return false;
}
@Override
public void onAccelerationAccuracyChanged(AccelerationData pAccelerationData) {
// TODO Auto-generated method stub
}
@Override
public void onAccelerationChanged(AccelerationData pAccelerationData) {
final Vector2 gravity = Vector2Pool.obtain(pAccelerationData.getX(), pAccelerationData.getY());
this.mPhysicsWorld.setGravity(gravity);
Vector2Pool.recycle(gravity);
}
public void onResumeGame() {
super.onResumeGame();
this.enableAccelerationSensor(this);
}
public void onPauseGame() {
super.onPauseGame();
this.disableAccelerationSensor();
}
}
答案 0 :(得分:1)
尝试使用onClick(not in onSceneTouchEvent)
注册触摸区域。要执行此操作,请执行onClickLisener
。为了让你的精灵掉落你可以轻松使用PhysicsBox(只需设置重力)。或者,您可以选择创建PhysicsHandler并设置速度。