[AndEngine学习教程] 第6节 模拟手柄控制器
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1.本节要点
制作一个虚拟手柄来控制动画精灵的移动,旋转.
2.新使用到的AndEngine资源
1.AnalogOnScreenControl 这是An的Engine给我们提供的用于虚拟手柄,虚拟控制器方面的基础类,其构造如下:
public AnalogOnScreenControl(final float pX, final float pY, final Camera pCamera, final ITextureRegion pControlBaseTextureRegion, final ITextureRegion pControlKnobTextureRegion, final float pTimeBetweenUpdates, final VertexBufferObjectManager pVertexBufferObjectManager, final IAnalogOnScreenControlListener pAnalogOnScreenControlListener) {super(pX, pY, pCamera, pControlBaseTextureRegion, pControlKnobTextureRegion, pTimeBetweenUpdates, pVertexBufferObjectManager, pAnalogOnScreenControlListener);this.mClickDetector.setEnabled(false);}public AnalogOnScreenControl(final float pX, final float pY, final Camera pCamera, final ITextureRegion pControlBaseTextureRegion, final ITextureRegion pControlKnobTextureRegion, final float pTimeBetweenUpdates, final long pOnControlClickMaximumMilliseconds, final VertexBufferObjectManager pVertexBufferObjectManager, final IAnalogOnScreenControlListener pAnalogOnScreenControlListener) {super(pX, pY, pCamera, pControlBaseTextureRegion, pControlKnobTextureRegion, pTimeBetweenUpdates, pVertexBufferObjectManager, pAnalogOnScreenControlListener);this.mClickDetector.setTriggerClickMaximumMilliseconds(pOnControlClickMaximumMilliseconds);}
2.参数说明:
pX,pY是控制器的左上角放置坐标;
pCamera是我们在场景中使用到的Camera;
pControlBaseTextureRegion相当于控制器的背景
pControlKnobTextureRegion相当于控制器的指针图标
pTimeBetweenUpdates指控制器的重绘刷新时间间隔,单位是秒
pVertexBufferObjectManager直接使用getVertxeBufferObjectManager()传进去就可以了
pAnalogOnScreenControlListener是控制器实现自动监听的接口,主要用来监听控制器的位置变化,
然后将相应的变化转化为一组通用的数据(-1到1之间),接口源代码为:
public interface IAnalogOnScreenControlListener extends IOnScreenControlListener {// ===========================================================// Constants// ===========================================================// ===========================================================// Methods// ===========================================================public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl);}
public static interface IOnScreenControlListener {// ===========================================================// Constants// ===========================================================// ===========================================================// Methods// ===========================================================/** * @param pBaseOnScreenControl * @param pValueX between <code>-1</code> (left) to <code>1</code> (right). * @param pValueY between <code>-1</code> (up) to <code>1</code> (down). */public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY);}这两个接口一个实现点击监听,一个实现变化监听.所以我们可以根据需要,在我们自己的类当中使用.
3.构建符合自己需要的精灵
本节当中需要根据控制器来控制精灵的旋转,移动.而AndEngine给我们提供的AnimatedSprite类只实现了旋转,
并没有按照一定速度移动的方法,在这里我自己重写了该类:
public class MyControlSprite extends AnimatedSprite{public MyControlSprite(float pX, float pY, float pWidth, float pHeight,ITiledTextureRegion pTiledTextureRegion,VertexBufferObjectManager pVertexBufferObjectManager) {super(pX, pY, pWidth, pHeight, pTiledTextureRegion, pVertexBufferObjectManager);// TODO Auto-generated constructor stubmVelocityX = 0;mVelocityY = 0;}private float mVelocityX;//水平速度private float mVelocityY;//垂直速度@Overrideprotected void onManagedUpdate(float pSecondsElapsed) {// TODO Auto-generated method stubthis.mX += mVelocityX * pSecondsElapsed;this.mY += mVelocityY * pSecondsElapsed;this.setPosition(mX, mY);super.onManagedUpdate(pSecondsElapsed);}void setVolocityX(float vX){mVelocityX = vX;}void setVolocityY(float vY){mVelocityY = vY;}void setVolocityXY(float vX, float vY){mVelocityX = vX;mVelocityY = vY;}}
主要在onManagedUpdate方法中增加了精灵按照一定速度移动的方法
4.资源构建
1.本例子用到4张图片:背景,精灵,控制器背景,控制器指针
源代码如下:
private static final float CAMERA_WIDTH = 800;private static final float CAMERA_HEIGHT = 480;private Camera mCamera;private RepeatingSpriteBackground mBackground;private TiledTextureRegion mBaseRegion;private TiledTextureRegion mKnobRegion;private TiledTextureRegion mDragonRegion;@Overridepublic EngineOptions onCreateEngineOptions() {// TODO Auto-generated method stubmCamera = new Camera(0,0,CAMERA_WIDTH, CAMERA_HEIGHT);EngineOptions mEngineOptions = new EngineOptions(true,ScreenOrientation.LANDSCAPE_SENSOR,new RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT),mCamera);return mEngineOptions;}@Overridepublic void onCreateResources(OnCreateResourcesCallback pOnCreateResourcesCallback)throws Exception {// TODO Auto-generated method stubmBackground = new RepeatingSpriteBackground(CAMERA_WIDTH, CAMERA_HEIGHT, getTextureManager(), AssetBitmapTextureAtlasSource.create(getAssets(), "background_grass.png"), getVertexBufferObjectManager());BitmapTextureAtlas mDragonTexture = new BitmapTextureAtlas(getTextureManager(), 512, 256, TextureOptions.BILINEAR_PREMULTIPLYALPHA);BitmapTextureAtlas mController = new BitmapTextureAtlas(getTextureManager(),256,256,TextureOptions.BILINEAR_PREMULTIPLYALPHA);mDragonRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mDragonTexture, this, "snapdragon_tiled.png", 0, 0, 4, 3);mBaseRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mController, this, "onscreen_control_base.png", 0, 0, 1, 1);mKnobRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mController, this, "onscreen_control_knob.png", 128, 0, 1, 1);mDragonTexture.load();mController.load();pOnCreateResourcesCallback.onCreateResourcesFinished();}
5.场景创建
1.基础场景
Scene mScene = new Scene();mScene.setBackground(mBackground);if(MultiTouch.isSupported(this)){this.mEngine.setTouchController(new MultiTouchController());}
2.创建控制器和动画精灵,在这里有两个控制器,一个是控制移动,一个控制旋转
final MyControlSprite mDragon = new MyControlSprite(CAMERA_WIDTH/2, CAMERA_HEIGHT/2,80.0f,80.0f,mDragonRegion, getVertexBufferObjectManager()); mDragon.animate(100); final AnalogOnScreenControl mDerectionControl = new AnalogOnScreenControl(20, CAMERA_HEIGHT-mBaseRegion.getHeight()-20, mCamera, mBaseRegion, mKnobRegion, 0.1f, 200, getVertexBufferObjectManager(), new IAnalogOnScreenControlListener(){@Overridepublic void onControlChange(BaseOnScreenControl pBaseOnScreenControl,float pValueX, float pValueY) {// TODO Auto-generated method stubmDragon.setVolocityXY(pValueX*100, pValueY*100);}@Overridepublic void onControlClick(AnalogOnScreenControl pAnalogOnScreenControl) {// TODO Auto-generated method stubLog.d("Season","Click on Controller");} }); final AnalogOnScreenControl mRotationControl = new AnalogOnScreenControl(CAMERA_WIDTH - 20 - mBaseRegion.getWidth(), CAMERA_HEIGHT-mBaseRegion.getHeight()-20, mCamera, mBaseRegion, mKnobRegion, 0.1f, 200, getVertexBufferObjectManager(), new IAnalogOnScreenControlListener(){@Overridepublic void onControlChange(BaseOnScreenControl pBaseOnScreenControl,float pValueX, float pValueY) {// TODO Auto-generated method stubif(pValueX == 0 && pValueY == 0){mDragon.setRotation(0.0f);}mDragon.setRotation(MathUtils.radToDeg((float) Math.atan2(pValueY, pValueX)));}@Overridepublic void onControlClick(AnalogOnScreenControl pAnalogOnScreenControl) {// TODO Auto-generated method stubLog.d("Season","Click on Controller");} }); mDerectionControl.setAlpha(0.65f); mRotationControl.setAlpha(0.65f);
3.将角色加载到场景,在这里需要注意的地方是:
mDragon使用mScene.attachChild(IEntity)的方法
而mDerectionControl和setChildScene只能使用setChildScene(Scene)的方法,不然的话
这两个控制器你怎么点他们都毫无反应,这也是我刚刚开始的时候没仔细看代码犯下的错误
mDerectionControl.setAlpha(0.65f); mRotationControl.setAlpha(0.65f); mScene.attachChild(mDragon); mScene.setChildScene(mDerectionControl); mDerectionControl.setChildScene(mRotationControl); pOnCreateSceneCallback.onCreateSceneFinished(mScene);
5.一切准备就绪,运行代码
终于完成了所有代码,开心呀.hoho~~~~~
转载请注明出处哦,谢谢!本文由Season于2012-11-1 14:18完成的
运行结果如下:
本例子源代码:http://download.csdn.net/detail/cen616899547/4710222
- [AndEngine学习教程] 第6节 模拟手柄控制器
- [AndEngine学习教程] 第6节 模拟手柄控制器
- (转)[AndEngine学习教程] 第6节 模拟手柄控制器
- AndEngine学习 模拟手柄控制器
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