我认为在我的动画中加载许多纹理会导致游戏中的轻微延迟,并且我希望我的数组纹理在TextureAtlas中。下面的代码是我的动画代码,它还将获得动画中的纹理帧索引,并在显示纹理索引时执行任务....,我已经有一个名为shot.pack的.pack文件,用于纹理图集但是我我不知道如何应用它并使它像这样。我希望有人可以提供帮助
Texture[] shot;
//At CONSTRUCTOR
shot = new Texture[21];
for(int i=0; i <21; i++){
if(i == 19 || i==20 ){
shot[i]=new Texture("s18.png");
}
else {
shot[i] = new Texture("s" + Integer.toString(i) + ".png");
}
}
//animation
animation = new Animation(1/19f,shot);
//@render METHOD
sb.draw((Texture) animation.getKeyFrame(timePassed, false), ShootingTreys.WIDTH * 0.03f, ShootingTreys.HEIGHT * 0.03f, (ShootingTreys.WIDTH * 1 / 6), (ShootingTreys.HEIGHT / 2) + (ShootingTreys.HEIGHT * 0.13f));
if (animation.getKeyFrameIndex(timePassed) == 20) {
isShotDelay = true;
shotDelay += Gdx.graphics.getDeltaTime();
if (shotDelay >= 0.2f || ball.getBall().getY() < ShootingTreys.HEIGHT * 0.2f) {
touch = false;
timePassed = 0;
shotDelay = 0;
isShotDelay = true;
//for missed ball
colide = false;
}
}
答案 0 :(得分:0)
将所有动画帧保存在一个单独的.pack文件中
TextureAtlas aniAtlas=new TextureAtlas("ani.pack");
Array<TextureAtlas.AtlasRegion> animationFrame=aniAtlas.getRegions();
float duration=.4f;
Animation<TextureRegion> animation=new Animation<TextureRegion>(duration,animationFrame);
一个.pack中的多个动画文件
保持相似类型文件的索引概念,例如。
bird_0.png,bird_1.png,.....
cat_0.png,cat_1.png,.....
TextureAtlas multiAniAtlas=new TextureAtlas("ani.pack");
Array<TextureAtlas.AtlasRegion> birdFrames=multiAniAtlas.findRegions("bird");
float duration1=.55f;
Animation<TextureRegion> birdAnimation=new Animation<TextureRegion>(duration1,birdFrames);
使用可以使用AssetManger并以这种方式加载您的TextureAtlas:
AssetManager assetManager=new AssetManager();
assetManager.setLoader(TextureAtlas.class, new TextureAtlasLoader(new InternalFileHandleResolver()));
assetManager.load("ani.pack", TextureAtlas.class);
assetManager.finishLoading();
TextureAtlas atlas=assetManager.get("ani.pack");