是andengine的新手。我试图在屏幕上实现游戏控制器图像。遵循andengine的例子。但是图像被破坏并以三角形的形状出现在屏幕的角落。请帮忙。我的代码如下.....................
public class ExtremeGame extends SimpleBaseGameActivity {
private static final int CAMERA_WIDTH = 800;
private static final int CAMERA_HEIGHT = 480;
private Camera mCamera;
private BitmapTextureAtlas mBitmapTextureAtlas;
private TextureRegion mFaceTextureRegion;
private BitmapTextureAtlas mOnScreenControlTexture;
private TextureRegion mOnScreenControlBaseTextureRegion;
private TextureRegion mOnScreenControlKnobTextureRegion;
private DigitalOnScreenControl mDigitalOnScreenControl;
@Override
public EngineOptions onCreateEngineOptions() {
this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), this.mCamera);
}
@Override
protected void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(null, 32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "face_box.png", 0, 0);
this.mOnScreenControlTexture = new BitmapTextureAtlas(null, 256, 128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mOnScreenControlBaseTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mOnScreenControlTexture, this, "onscreen_control_base.png", 0, 0);
this.mOnScreenControlKnobTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mOnScreenControlTexture, this, "onscreen_control_knob.png", 128, 0);
this.mEngine.getTextureManager().loadTexture(mOnScreenControlTexture);
}
@Override
protected Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
final int centerX = (int) ((CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2);
final int centerY = (int) ((CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2);
final Sprite face = new Sprite(centerX, centerY, mFaceTextureRegion, getVertexBufferObjectManager());
final PhysicsHandler physicsHandler = new PhysicsHandler(face);
face.registerUpdateHandler(physicsHandler);
scene.attachChild(face);
this.mDigitalOnScreenControl.getControlBase().setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
this.mDigitalOnScreenControl.getControlBase().setAlpha(0.5f);
this.mDigitalOnScreenControl.getControlBase().setScaleCenter(0, 128);
this.mDigitalOnScreenControl.getControlBase().setScale(1.25f);
this.mDigitalOnScreenControl.getControlKnob().setScale(1.25f);
this.mDigitalOnScreenControl.refreshControlKnobPosition();
scene.setChildScene(this.mDigitalOnScreenControl);
return scene;
}
}
答案 0 :(得分:2)
这完全取决于您使用的是什么动物分支,gles2或gles2锚定中心。
GLES2锚点中心的主要,最重要的变化是坐标系已经改变。 GLES2 Anchor Center分支中的坐标系原点位于左下方,由于多种原因而改变了。
要了解新坐标系的工作原理,请参阅我博客上发布的文章。