我是andEngine的新手,我想在屏幕上添加精灵,让他们移动和放大手指触摸。 现在我可以在场景中添加多个精灵,并且可以在触摸时拖动它们。
这是我的代码:
public class Main extends SimpleBaseGameActivity {
@Override
private Camera camera;
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion mFaceTextureRegion;
private ITextureRegion mFaceTextureRegion2;
private static final int CAMERA_WIDTH = 800;
private static final int CAMERA_HEIGHT = 480;
@Override
public EngineOptions onCreateEngineOptions() {
camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
EngineOptions engineOptions = new EngineOptions(true,
ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(
CAMERA_WIDTH, CAMERA_HEIGHT), camera);
return engineOptions;
}
@Override
protected void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(
this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST);
// background
// this.background = new Sprite(0, 0,
// BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas,
// this, "ui_ball_1.png", 0, 0, 1, 1),
// this.getVertexBufferObjectManager());
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this,
"ui_ball_1.png", 0, 0);
this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this,
"ui_ball_1.png", 0, 0);
this.mBitmapTextureAtlas.load();
// this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
/*
* this.mBitmapTextureAtlas = new
* BitmapTextureAtlas(this.getTextureManager(), 32, 32,
* TextureOptions.BILINEAR); this.mFaceTextureRegion =
* BitmapTextureAtlasTextureRegionFactory
* .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0,
* 0); this.mBitmapTextureAtlas.load();
*/
}
@Override
protected Scene onCreateScene() {
/*
* this.scene = new Scene(); this.scene.attachChild(this.background);
* this.scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
* return this.scene;
*/
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion
.getWidth()) / 2;
final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion
.getHeight()) / 2;
final Sprite face = new Sprite(centerX, centerY,
this.mFaceTextureRegion, 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;
}
};
face.setScale(2);
scene.attachChild(face);
scene.registerTouchArea(face);
final Sprite face2 = new Sprite(0, 0, this.mFaceTextureRegion2,
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;
}
};
face2.setScale(2);
scene.attachChild(face2);
scene.registerTouchArea(face2);
scene.setTouchAreaBindingOnActionDownEnabled(true);
return scene;
}
}
现在我想在触摸时缩放每个精灵,但无法找到像setPosition这样的方法可用于将精灵移动到特定位置。任何人都可以帮助我实现这一目标而不影响当前的功能。任何帮助将不胜感激,可能是代码形式或一些方向/方法来做到这一点。 在此先感谢:)
答案 0 :(得分:0)
您可以使用EntityModifier来发挥效果:
@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);
this.clearEntityModifiers();
this.RegisterEntityModifier(new ScaleModifier(1f,2f,4f));
//1f = time to convert the scale of sprite of 2f to 4f
//2f = initial scale
//4f = finish scale
//when you dont touch the sprite back to normal scale
if(event.getAction()== MotionEvent.ACTION_UP) {
this.clearEntityModifiers();
this.RegisterEntityModifier(new ScaleModifier(1f,4f,2f));
}
//you also can work with "MotionEvent.ACTION_DOWN" and
//MotionEvent.ACTION_MOVE
return true;
}