我正在尝试更新我的项目以使用AndEngine GLES2运行,但我遇到了一些问题。我找到一篇文章,说明要改变什么,但它仍然没有用。这正是我正在做的事情:
的 onCreateEngineOptions() 的
@Override
public EngineOptions onCreateEngineOptions() {
Toast.makeText(this, "Touch the screen to add Logo.", Toast.LENGTH_LONG).show();
CAMERA_WIDTH = getWindow().getWindowManager().getDefaultDisplay().getWidth();
CAMERA_HEIGHT = getWindow().getWindowManager().getDefaultDisplay().getHeight();
final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
final EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.PORTRAIT_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
engineOptions.getTouchOptions().setNeedsMultiTouch(false);
return engineOptions;
}
的 onCreateResources() 的
public void onCreateResources() {
this.mBitmapTextureAtlas = new BitmapTextureAtlas(4096, 4096, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mFont = new Font(this.mBitmapTextureAtlas, Typeface.create(Typeface.DEFAULT, Typeface.NORMAL), 25, true, Color.BLACK);
this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
this.mEngine.getFontManager().loadFont(this.mFont);
this.firstSprite = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "1.png", 0, 113); // 113x100
// 36 other sprites, that's why I'm creating BitmapTextureAtlas with these size
this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
}
的 onCreateScene() 的
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
this.mScene = new Scene();
this.mScene.setBackground(new Background(4, 4, 4));
this.mScene.setOnSceneTouchListener(this);
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), false);
CAMERA_WIDTH = getWindow().getWindowManager().getDefaultDisplay().getWidth();
CAMERA_HEIGHT = getWindow().getWindowManager().getDefaultDisplay().getHeight();
final IAreaShape ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2);
final IAreaShape roof = new Rectangle(0, 0, CAMERA_WIDTH, 2);
final IAreaShape left = new Rectangle(0, 0, 2, CAMERA_HEIGHT);
final IAreaShape right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT);
final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.KinematicBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.KinematicBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.KinematicBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.KinematicBody, wallFixtureDef);
this.mScene.attachChild(ground);
this.mScene.attachChild(roof);
this.mScene.attachChild(left);
this.mScene.attachChild(right);
this.mScene.registerUpdateHandler(this.mPhysicsWorld);
this.mScene.setOnAreaTouchListener(this);
final FixtureDef objectFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 1);
//Sprite 1
Sprite face = new Sprite(CAMERA_WIDTH/2, 50, this.firstSprite);
face.setUserData("petrol");
Body body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef);
this.mScene.registerTouchArea(face);
this.mScene.attachChild(face);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, body, true, true));
// 36 sprites....
return this.mScene;
}
问题在于,当我开始这个活动时,它没有显示精灵,并且即使我将它变为白色,屏幕也会保持黑色。
所以任何想法都是我的错误和我做错了什么。 (在转移到AndEngine GLES2之前,一切正常,除了Android Honeycomb,现在我正在使用Android 2.3.4运行的HTC EVO 3d上测试这个项目。)
提前致谢!
答案 0 :(得分:3)
我不确定这是否是您的问题 - 在添加此
之前我遇到过类似的问题 @Override
public void onPopulateScene(Scene pScene, OnPopulateSceneCallback pOnPopulateSceneCallback) throws Exception { //
// TODO Auto-generated method stub
pOnPopulateSceneCallback.onPopulateSceneFinished();
}