enter image description here我有4个精灵。我将所有4个精灵放在移动屏幕上的不同位置。但它最后添加的精灵图像是(sprite4.png)所有精灵图像(sprite1.png,sprite2.png,sprite3.png和sprite4.png)。 简而言之,它显示所有精灵图像相同。 代码如下,请分享您的经验
// the below code is running without error but displaying same images in all the sprites
package com.example.test1;
import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.sprite.Sprite;
import org.andengine.entity.util.FPSLogger;
import org.andengine.input.touch.TouchEvent;
import org.andengine.opengl.texture.TextureOptions;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.region.ITextureRegion;
/*;
* (c) 2010 Nicolas Gramlich
* (c) 2011 Zynga
*
* @author Nicolas Gramlich
* @since 15:13:46 - 15.06.2010
*/
public class Puzzle extends GameActivity {
// ===========================================================
// Constants
// ===========================================================
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
final Scene scene = new Scene();
// ===========================================================
// Fields
// ===========================================================
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion spriteTextureRegion1;
private ITextureRegion spriteTextureRegion2;
private ITextureRegion spriteTextureRegion3;
private ITextureRegion spriteTextureRegion4;
// ===========================================================
// Constructors
// ===========================================================
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
public EngineOptions onCreateEngineOptions() {
// Toast.makeText(this, "Touch & Drag the face!", Toast.LENGTH_LONG).show();
final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
}
@Override
public void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 96, 96, TextureOptions.BILINEAR);
this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 0, 0);
this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 0);
this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 0, 0);
// scene.attachChild(sprite1);
this.mBitmapTextureAtlas.load();
}
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
/* set sprite1 positions on screen */
final float sprite1_posX = (40);
final float sprite1_posY = (40);
final Sprite sprite1 = new Sprite(sprite1_posX, sprite1_posY, this.spriteTextureRegion1, 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;
}
};
//sprite1.setScale(3);
scene.attachChild(sprite1);
scene.registerTouchArea(sprite1);
scene.setTouchAreaBindingOnActionDownEnabled(true);
/* set sprite2 positions on screen */
final Sprite sprite2 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight()*3 + 10), this.spriteTextureRegion2, 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;
}
};
//sprite2.setScale(3);
scene.attachChild(sprite2);
scene.registerTouchArea(sprite2);
scene.setTouchAreaBindingOnActionDownEnabled(true);
/* set sprite3 positions on screen */
final Sprite sprite3 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight() + 20), this.spriteTextureRegion3, 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;
}
};
// sprite3.setScale(3);
scene.attachChild(sprite3);
scene.registerTouchArea(sprite3);
scene.setTouchAreaBindingOnActionDownEnabled(true);
/* set sprite3 positions on screen */
final Sprite sprite4 = new Sprite(sprite1_posX, sprite1_posY + (sprite1.getHeight() + 30), this.spriteTextureRegion4, 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;
}
};
// sprite4.setScale(3);
scene.attachChild(sprite4);
scene.registerTouchArea(sprite4);
scene.setTouchAreaBindingOnActionDownEnabled(true);
return scene;
}
}
答案 0 :(得分:2)
对不起,我知道问题是什么:
this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 0, 0);
this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 0);
this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 0, 0);
最后,您放置0,0 - 您声明您的区域应位于纹理图集的位置。想象一下你放在纸上的贴纸。你放了一个,然后你放了另一个,第三个和第四个。通过这种方式,您只能看到顶部的那个。因此,您必须将您的区域放在纹理图集的不同位置。如果您的所有图像都是40x40,它应该看起来像这样(也可能是你的地图册更大(512x512):
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 512, 512, TextureOptions.BILINEAR);
this.spriteTextureRegion1 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite1.png", 0, 0);
this.spriteTextureRegion2 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite2.png", 50, 0);
this.spriteTextureRegion3 = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite3.png", 0, 50);
this.spriteTextureRegion4= BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "sprite4.png", 50, 50);