使用单个精灵表动画精灵

时间:2016-07-13 07:40:15

标签: animation libgdx texturepacker

我以前通过为每个状态分别使用.png和textureAtlas文件设置精灵的不同状态(站立/行走/跳跃)。它工作正常。现在我将这些单独的工作表组合成一个单独的png并生成一个angular.module('MerchantApp', [ // some other module dependencies 'searchApp' ]) 文件。现在我可以按区域访问这些状态,但它们不再具有动画效果?只绘制每个状态的第一个精灵,而不是整个动画。

.pack

这是我用spritesheet

的数据文件
package com.mygdx.game;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;

public class MyGdxGame extends ApplicationAdapter implements InputProcessor {
    private SpriteBatch batch;
    private TextureAtlas textureAtlas;
    private TextureAtlas textureAtlas2;
    private Animation animation;
    private Animation animation2;
    private Animation currentAnimation;
    private float elapsedTime = 0;

    @Override
    public void create() {
        batch = new SpriteBatch();
        textureAtlas = new TextureAtlas(Gdx.files.internal("Wolverine.txt"));
        animation = new Animation(1/7f, textureAtlas.findRegion("Standing"));
        animation2 = new Animation(1/7f, textureAtlas.findRegion("Walking"));
        currentAnimation = animation;

        Gdx.input.setInputProcessor(this);
    }

    @Override
    public void dispose() {
        batch.dispose();
        textureAtlas.dispose();
    }

    @Override
    public void render() {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        batch.begin();
        //sprite.draw(batch);
        elapsedTime += Gdx.graphics.getDeltaTime();
        batch.draw(currentAnimation.getKeyFrame(elapsedTime, true), 0, 0);
        batch.end();
    }

    @Override
    public void resize(int width, int height) {
    }

    @Override
    public void pause() {
    }

    @Override
    public void resume() {
    }

    @Override
    public boolean keyDown(int keycode) {
        if (keycode == Input.Keys.LEFT) {
            currentAnimation = animation2;
        }
            return true;

    }

    @Override
    public boolean keyUp(int keycode) {
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        return false;
    }
}

1 个答案:

答案 0 :(得分:3)

问题在于,您只向Animation构造函数提供了一个动画帧。确切地说,您正在使用此构造函数:

    public Animation(float frameDuration, TextureRegion... keyFrames)

只有一个框架。您需要传递到动画所有要包含在动画中的帧。

textureAtlas所有站立行走精灵中,名字只是站立行走实际上他们应该被命名为例如

    Standing0
    Standing1
    Standing2
    ...

    Walking0
    Walking1
    Walking2
    Walking3
    ...

他们在动画中的顺序。在将动画文件打包到纹理图集之前重命名动画文件,或者作为热修复,您可以在.pack文件中重命名它们。

然后你可以使用

    public Array<TextureAtlas.AtlasRegion> findRegions(java.lang.String name)

获取所有 Standing / Walking像帧的方法,将它们传递给动画,所以:

    textureAtlas.findRegions("Standing")