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;
}
}
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。
在textureAtlas
所有站立或行走精灵中,名字只是站立或行走实际上他们应该被命名为例如
Standing0
Standing1
Standing2
...
和
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")