import org.andengine.engine.camera.Camera;
import org.andengine.engine.handler.physics.PhysicsHandler;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.sprite.AnimatedSprite;
import org.andengine.entity.util.FPSLogger;
import org.andengine.opengl.texture.TextureOptions;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.andengine.opengl.texture.region.ITiledTextureRegion;
import org.andengine.opengl.texture.region.TiledTextureRegion;
import org.andengine.opengl.vbo.VertexBufferObjectManager;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import android.util.DisplayMetrics;
/**
* 运动的小球
*/
public class MovingBallActivity extends SimpleBaseGameActivity
{
private static int winWidth = 854;
private static int winHeight = 480;
private final static float VELOCITY = 200;
//图片纹理区域
private BitmapTextureAtlas mBitmapTextureAtlas;
//动画(瓦片)图片纹理范围
private TiledTextureRegion mTiledTextureRegion;
@Override
public EngineOptions onCreateEngineOptions()
{
setScreenDisplay();
Camera camera = new Camera(0, 0, winWidth, winHeight);
EngineOptions engineOptions = new EngineOptions(
true,
ScreenOrientation.LANDSCAPE_FIXED,
new RatioResolutionPolicy(winWidth, winHeight),
camera);
return engineOptions;
}
@Override
protected void onCreateResources()
{
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("images/");
mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 64, 32, TextureOptions.BILINEAR);
//动画图片的创建,参数pTileColumns:列, pTileRows:行
mTiledTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createTiledFromAsset(mBitmapTextureAtlas, this, "face_circle_tiled.png", 0, 0, 2, 1);
mBitmapTextureAtlas.load();
}
@Override
protected Scene onCreateScene()
{
this.mEngine.registerUpdateHandler(new FPSLogger());
Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
Ball ball = new Ball(10, 10, mTiledTextureRegion, getVertexBufferObjectManager());
scene.attachChild(ball);
return scene;
}
/**
* 设置屏幕大小
*/
private void setScreenDisplay()
{
DisplayMetrics outMetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(outMetrics);
winWidth = outMetrics.widthPixels;
winHeight = outMetrics.heightPixels;
}
/**
* 球精灵的定义
*/
private class Ball extends AnimatedSprite
{
private PhysicsHandler mPhysicsHandler;
//前两个参数是球的初始位置
public Ball(float pX, float pY,ITiledTextureRegion pTiledTextureRegion,VertexBufferObjectManager pVertexBufferObjectManager)
{
super(pX, pY, pTiledTextureRegion, pVertexBufferObjectManager);
/*
* IModifier相当于IUpdateHandler的增强版,不能拥有onUpdate的业务更新方法,而且增加状态监听功能、自动注销功能和持续时间的设置。
* 在这次的例子中首先登场的就是IUpdateHandler的实现
* 一个模拟物理运动的IUpdateHandler,设置速度和加速度完成实体的运动。(构造函数的参数就是需要运动实体)
*/
mPhysicsHandler = new PhysicsHandler(this);
this.registerUpdateHandler(mPhysicsHandler);
mPhysicsHandler.setVelocity(VELOCITY, VELOCITY);
}
/**
* 注意onManagedUpdate方法是业务线程调用的管理方法,
* 每次业务轮换到业务线程的时候首先调用实体的onUpdate,
* 接着调用实体的onManagedUpdate。相当于实体本身也是一个IUpdateHandler,自身就可以根据条件发生变化,
* 同时也可以通过注册在实体的IUpdateHandler来改变。
* 在这个例子中mPhysicsHandler完成了实体的直线运动,而实体本身完成了接触屏幕边缘改变运动方向,
* 如此如此..
* AndEngine是通过业务线程处理各种变化的,可能包含计算、存储、交互等等,当然最重要的还是改变实体的状态,在渲染的时候会看到实质的改变。
*/
@Override
protected void onManagedUpdate(float pSecondsElapsed)
{
//X轴越界判断,改变mPhysicsHandler的X速度
if (mX < 0)
{
mPhysicsHandler.setVelocityX(VELOCITY);
}
else if((mX+this.getWidth()) > winWidth)
{
mPhysicsHandler.setVelocityX(-VELOCITY);
}
//Y轴越界判断,改变mPhysicsHandler的Y速度
if (mY < 0)
{
mPhysicsHandler.setVelocityY(VELOCITY);
}
else if((mY+this.getHeight()) > winHeight)
{
mPhysicsHandler.setVelocityY(-VELOCITY);
}
//一定要调用,因为它不是钩子方法
super.onManagedUpdate(pSecondsElapsed);
}
}
}