让我说我有这个精灵:
我在运行时创建了一个随机的景观:
然后,我想用精灵来平铺线下方的区域:
这是游戏场所,因此它也应该是一个物理对象(在Box2D中)。
Here,他给出了一个如何使其成为物理体的样本。那么,我如何在代码中执行图形部分?
编辑:查看AndEngine示例,文件RepeatingSpriteBackgroundExample.java,这不是我需要的,但我应该坚持这个想法并根据我的需要更改RepeatingSpriteBackground class吗?我认为这不是最好的方法......
提前致谢。
答案 0 :(得分:6)
我真的不知道Box2D或AndEngine,但我认为这是一个有趣的问题,并制作了一个自定义的SurfaceView,可以绘制一个随机的“地形”,如图片中的那个。 (希望它对你或其他人有用,至少我学到了一些新东西:p)
单色地形:
平铺的背景 - 地形:
平铺位图:
我的代码如下:
public class PathView extends SurfaceView implements SurfaceHolder.Callback{
private class DrawingRunnable implements Runnable{
private final static int minPointsOnScreen = 3;
SurfaceHolder surfaceHolder;
Random rand = new Random();
private Path path;
private Paint pathPaint;
Bitmap background;
private Paint tilePaint;
volatile boolean running = false;
int width;
int height;
int maxHeight;
protected DrawingRunnable(SurfaceHolder sh){
surfaceHolder = sh;
pathPaint = new Paint();
pathPaint.setColor(0xFF000000);
pathPaint.setStrokeWidth(4);
tilePaint = new Paint();
}
protected void createPath(){
path = new Path();
path.setFillType(Path.FillType.WINDING);
path.setLastPoint(0, height);
int lastX = 0, lastY = height - rand.nextInt(maxHeight);
path.lineTo(lastX,lastY);
int newX=lastX, newY=lastY;
do{
lastX = newX; lastY = newY;
newX += rand.nextInt(width/minPointsOnScreen);
newY = height - rand.nextInt(maxHeight);
path.cubicTo(
interpolateLinear(lastX, newX, 0.333f),
lastY,
interpolateLinear(lastX, newX, 0.666f),
newY,
newX, newY);
}while(newX <= width);
path.lineTo(width, height);
}
private int interpolateLinear(int start, int end, float part){
return (int) (start*(1-part) + end*part);
}
@Override
public void run(){
while(running){
Canvas c = null;
try{
c = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
doDraw(c);
}
} finally{ if(c!=null) surfaceHolder.unlockCanvasAndPost(c); }
SystemClock.sleep(40);
}
}
private void doDraw(Canvas c){
c.drawColor(0xFFFFFFFF);
//c.drawPath(path, pathPaint); //Use this to draw a single-colour. (First screenshot)
c.clipPath(path);
for(int y = 0; y+background.getHeight() < height+background.getHeight(); y+=background.getHeight()){
for(int x = 0; x+background.getWidth() < width+background.getWidth(); x+=background.getWidth()){
c.drawBitmap(background, x, y, tilePaint);
}
}
}
}
private ExecutorService exec;
private SurfaceHolder holder;
private DrawingRunnable drawer;
public PathView(Context c){ super(c); init(c); }
public PathView(Context c, AttributeSet as){ super(c, as); init(c); }
public PathView(Context c, AttributeSet as, int defStyle){ super(c, as, defStyle); init(c); }
private void init(Context c){
exec = Executors.newSingleThreadExecutor();
holder = getHolder();
holder.addCallback(this);
}
public void surfaceCreated(SurfaceHolder sh){
if( drawer == null ){
drawer = new DrawingRunnable(holder);
drawer.width = getWidth();
drawer.height = getHeight();
drawer.maxHeight = drawer.height/2;
drawer.createPath();
drawer.background = BitmapFactory.decodeResource(getResources(), R.drawable.tile);
}
drawer.running = true;
exec.execute(drawer);
}
public void surfaceDestroyed(SurfaceHolder sh){
drawer.running = false;
}
public void surfaceChanged(SurfaceHolder sh, int format, int width, int height){}
}
如果这对您有任何帮助,您可能需要使用这些参数来获取适合您需求的形状,并且最有可能为点之间的最小距离添加参数等。 优化背景的绘制也是一个好主意,例如从底部绘制到地形的最大高度,以最小化绘制到不可见区域。我也应该可以减少对getHeight()和getWidth()的调用量。
干杯!