动画精灵不使用物理处理程序执行动画:
我正在使用 AndEngine GLES2 的 AnalogOnScreenControl 来移动精灵。精灵是一个人,所以为了显示腿部运动我已经使它成为一个动画精灵:
final AnimatedSprite person = new AnimatedSprite(personX, personY,
this.mPersonTextureRegion, vertexBufferObjectManager);
person.setScaleCenterY(this.mPersonTextureRegion.getHeight());
person.setScale(2);
为了运动,我正在创建一个物理处理程序:
final PhysicsHandler physicsHandler = new PhysicsHandler(person);
person.registerUpdateHandler(physicsHandler);
scene.attachChild(person);
这是屏幕控制的代码:
final AnalogOnScreenControl analogOnScreenControl = new AnalogOnScreenControl(
0, CAMERA_HEIGHT
- this.mOnScreenControlBaseTextureRegion.getHeight(),
this.mCamera, this.mOnScreenControlBaseTextureRegion,
this.mOnScreenControlKnobTextureRegion, 0.1f, 200,
this.getVertexBufferObjectManager(),
new IAnalogOnScreenControlListener() {
@Override
public void onControlChange(
final BaseOnScreenControl pBaseOnScreenControl,
final float pValueX, final float pValueY) {
physicsHandler
.setVelocity(pValueX * 100, pValueY * 100);
person.animate(new long[] { 200, 200, 200 }, 3, 5,
false);
}
屏幕控制对动画精灵完美无缺,但是当我创建物理处理程序时,它没有动画效果。 但是当我不创建物理处理程序时它会动画。 那么为什么我在创建物理处理程序时没有动画呢?
答案 0 :(得分:2)
如果您一直重新启动动画,您的动画将只显示第一个图块。 使用" isAnimationRunning()"。
检查动画是否正在运行public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY)
{
if(person!= null)
{
//Move your person
final Vector2 velocity = Vector2Pool.obtain(pValueX * 10, pValueY * 10);
person.setLinearVelocity(velocity);
Vector2Pool.recycle(velocity);
//Check if person is moving. Don't start a new animation, when your animation is already running
if((pValueX != 0 || pValueY != 0) && person.isAnimationRunning() == false)
{
person.animate(new long[] { 200, 200, 200 },0,2,false);
}
//Stop animation, when there is no movement
else if(pValueX == 0 && pValueY == 0 && person.isAnimationRunning() == true)
{
person.stopAnimation();
}
}
}
答案 1 :(得分:1)
想出来!只有当pValueX不为0时,即sprite正在移动时,动画必须启动。
public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY) {
if (pValueX > 0) {
//animate
}
else
//stop animation
physicsHandler.setVelocity(pValueX * 100, pValueY * 100);
}