1.回顧
在上一節已經成功的導入AndEngine源代碼項目,我們就利用它來實現我們的工程.lib文件在bin目錄下:
2.建立工程
在eclipse下file->new->project…->Android Application Project
點擊next
設置工程明等參數,例如:MoveBall,為瞭兼容工程版本,將SDk版本修改為2.1,如圖所示:
接著下一步,可以隨便選擇你要的圖標
然後next ….finish就完成瞭初始工程的創建
3.修改原始工程
鼠標放在MoveBall項目上,右鍵選擇Build Path->Configure build path
然後選擇Projects,點擊右邊的Add.選擇上AndEngine
點擊OK就可以將AndEngine項目添加到工程瞭
打開MoveBall,java,將MoveBall extends Activity修改為MoveBall extends BaseGameActivity.
接著寫代碼:
[java]
package season.lxx.moveball;
import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.IResolutionPolicy;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.RepeatingSpriteBackground;
import org.andengine.entity.sprite.AnimatedSprite;
import org.andengine.entity.sprite.TiledSprite;
import org.andengine.entity.sprite.vbo.ITiledSpriteVertexBufferObject;
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.atlas.bitmap.source.AssetBitmapTextureAtlasSource;
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.BaseGameActivity;
import android.app.Activity;
import android.util.Log;
import android.view.Menu;
import android.view.MenuItem;
import android.support.v4.app.NavUtils;
public class MoveBall extends BaseGameActivity {
private static final int CAMERA_WIDTH = 800;
private static final int CAMERA_HEIGHT = 480;
private final static float BALL_VELOCITY = 100f;//球的移動速度
private Camera mCamera;
private Scene mScene;
private RepeatingSpriteBackground background;
private TiledTextureRegion mFaceTextureRegion;
@Override
public EngineOptions onCreateEngineOptions() {
// TODO Auto-generated method stub
mCamera = 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;
}
@Override
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback)
throws Exception {
// TODO Auto-generated method stub
this.background = new RepeatingSpriteBackground(CAMERA_WIDTH, CAMERA_HEIGHT,
getTextureManager(), AssetBitmapTextureAtlasSource.create(
this.getAssets(), "background.png"),
getVertexBufferObjectManager());
BitmapTextureAtlas mTexture = new BitmapTextureAtlas(getTextureManager(),64,32,TextureOptions.BILINEAR_PREMULTIPLYALPHA);
mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture, this, "face_circle_tiled.png", 0, 0,2,1);
/**
* 參數說明:
* mTexure是在內存中放置貼圖資源用的,64,32是圖片要求的寬和高,必須是2的n次方大小.如:2,4,8,16,32,64,128,512,1024….
* 並且要比原圖的寬高要大
*
* mFaceTextureRegion相當於從mTexure中扣圖,因為mTexure是由很多圖集組成的,要從中截取一片出來
* 0,0代表截圖的top,right坐標(起點坐標),2和1分別代表貼圖中一張存在2列1行
*
*/
mTexture.load();
pOnCreateResourcesCallback.onCreateResourcesFinished();
}
@Override
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
throws Exception {
// TODO Auto-generated method stub
mScene = new Scene();
mScene.setBackground(background);
final float centerX = (CAMERA_WIDTH – mFaceTextureRegion.getWidth()) / 2;//計算貼圖的中心坐標
final float centerY = (CAMERA_HEIGHT – mFaceTextureRegion.getHeight()) / 2;
final Ball mBall = new Ball(centerX, centerY,32, 32,this.mFaceTextureRegion,getVertexBufferObjectManager());
mScene.attachChild(mBall);
pOnCreateSceneCallback.onCreateSceneFinished(mScene);
}
@Override
public void onPopulateScene(Scene pScene,
OnPopulateSceneCallback pOnPopulateSceneCallback) throws Exception {
// TODO Auto-generated method stub
pOnPopulateSceneCallback.onPopulateSceneFinished();
}
private static class Ball extends AnimatedSprite{
float mVelocityX = BALL_VELOCITY;//球的x方向速度
float mVelocityY = BALL_VELOCITY ;//球的y方向速度
public Ball(float pX, float pY, float pWidth, float pHeight,
ITiledTextureRegion pTiledTextureRegion,
VertexBufferObjectManager pVertexBufferObjectManager) {
super(pX, pY, pWidth, pHeight, pTiledTextureRegion, pVertexBufferObjectManager);
// TODO Auto-generated constructor stub
mX = 100;
mY = 100;
}
@Override
protected void onManagedUpdate(float pSecondsElapsed) {
// TODO Auto-generated method stub
if(this.mX < 0) {
setVelocityX(BALL_VELOCITY);
} else if( this.mX + this.getWidth() > CAMERA_WIDTH){
setVelocityX(-BALL_VELOCITY);
}
if(this.mY < 0 ) {
setVelocityY(BALL_VELOCITY);
} else if(this.mY + this.getHeight() > CAMERA_HEIGHT){
setVelocityY(-BALL_VELOCITY);
}
mX += mVelocityX * pSecondsElapsed;
mY += mVelocityY * pSecondsElapsed;
this.setPosition(mX, mY);
Log.d("Season",pSecondsElapsed + "");
super.onManagedUpdate(pSecondsElapsed);
}
void setVelocityX(float vx){
mVelocityX = vx;
}
void setVelocityY(float vy){
mVelocityY = vy;
}
}
}
很重要的一步,為瞭讓遊戲順利運行,一定要將AndEngine/bin/andengine.jar拷貝到MoveBall/libs下
本例子用到兩張圖片:
把這兩張圖片拷貝到MoveBall/assets目錄下
然後運行就可以看到一個運動的小臉蛋瞭.呵呵