这次,我们来谈谈背景background的一些类及用法。关于background的用法,AndEngineExamples中有单独的例子分别介绍了,在这里,我们也只是将例子稍加改造。
AndEngineExamples中第一个例子便是AutoParallaxBackgroundExample——自动视差背景。也就是有层次感的背影移动变化。比如人在场景中跑动,我们为了衬托出人物是在跑动,就会例如增加几朵云,让它向人物跑动的方向移动,这样人们就会认为人物是跑起来的。但实际上,人物并没有移动位置。
早期,做过横版过关游戏的人都要自己去实现视差背景,大致上讲,就是让人物坐标基本不动,让背景也保持不动,让中间一层(街道,地面)向人物相反方向移动。如果想做得更精细些,就会增加一些云彩,但云彩又不能和地面移动的速度一样,就需要单独设置云彩的移动速度。
好了,andengine已经为我设计好了这些接下来看看它是怎么做的。
AutoParallaxBackground——自动视差背景类,我们所有操作都要基于它的对象来实现。
AutoParallaxBackground只有一个构造方法:
public AutoParallaxBackground(final float pRed, final float pGreen, final float pBlue, final float pParallaxChangePerSecond) :
前三个很简单,分别对应的颜色数值;pParallaxChangePerSecond为背景每秒移动的距离。
让我很不解的是:以AutoParallaxBackground作者的风格,会封装很多适合大家所需的方法。背景颜色一般没人会去设置,所以,这里其实还应该再增加一个构造方法:
public AutoParallaxBackground(final float pParallaxChangePerSecond) {
super(0, 0, 0);
this.mParallaxChangePerSecond = pParallaxChangePerSecond;
}
public void attachParallaxEntity(final ParallaxEntity pParallaxEntity),这个方法来自于其父类,需要传入一个ParallaxEntity的对象。
从ParallaxEntity的构造方法来看:
public ParallaxEntity(final float pParallaxFactor, final IAreaShape pAreaShape) :pParallaxFactor背景移动的相对数值。pAreaShape一般为精灵对象。
public void setParallaxValue(final float pParallaxValue):设置背景的初始位置。你可以理解成X轴的位置。
public void setParallaxChangePerSecond(final float pParallaxChangePerSecond):设置每秒移动的距离,这个和构造方法中的最后一个参数是一样的。我们主要就是通过改变这个值来实现背景的移动。
这里直接用AutoParallaxBackgroundExample的例子,并稍加改造:
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
throws Exception {
Scene mScene = new Scene();
// 最后一个参数原来是5,我们这里设为0,意思是让它一开始不要滚动
final AutoParallaxBackground autoParallaxBackground = new AutoParallaxBackground(
0, 0, 0, 0);
// 0.0f,-0.5f,-10.0f:你可以把它们理解为相对位置差
autoParallaxBackground
.attachParallaxEntity(new ParallaxEntity(0.0f,
new Sprite(0, CAMERA_HEIGHT
- this.mParallaxLayerBack.getHeight(),
this.mParallaxLayerBack,
getVertexBufferObjectManager())));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-5.0f,
new Sprite(0, 80, this.mParallaxLayerMid,
getVertexBufferObjectManager())));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-10.0f,
new Sprite(0, CAMERA_HEIGHT
- this.mParallaxLayerFront.getHeight(),
this.mParallaxLayerFront,
getVertexBufferObjectManager())));
// 设置背景
mScene.setBackground(autoParallaxBackground);
final int playerX = (int) (CAMERA_WIDTH - this.mPlayerTextureRegion
.getWidth()) / 2;
final int playerY = (int) (CAMERA_HEIGHT
- this.mPlayerTextureRegion.getHeight() - 5);
final AnimatedSprite player = new AnimatedSprite(playerX, playerY,
this.mPlayerTextureRegion, getVertexBufferObjectManager());
player.setScaleCenterY(this.mPlayerTextureRegion.getHeight());
player.setScale(2);
player.animate(new long[] { 200, 200, 200 }, 3, 5, true);
mScene.attachChild(player);
// 我们新增加一个触摸事件监听
mScene.setOnSceneTouchListener(new IOnSceneTouchListener() {
public boolean onSceneTouchEvent(Scene pScene,
TouchEvent pSceneTouchEvent) {
switch (pSceneTouchEvent.getAction()) {
case TouchEvent.ACTION_UP:// 当触屏抬起的时候
// 如果在右边触摸,我们让屏幕向左滚动
if (pSceneTouchEvent.getX() > 400) {
// 设置每秒钟背景滚动的距离
autoParallaxBackground.setParallaxChangePerSecond(10);
// 设置一下小人的帧序列
player.animate(new long[] { 200, 200, 200 }, 3, 5, true);
}
// 如果在左边触摸,我们让屏幕向右滚动
else {
// 设置每秒钟背景滚动的距离
autoParallaxBackground.setParallaxChangePerSecond(-10);
// 设置一下小人的帧序列
player.animate(new long[] { 200, 200, 200 }, 9, 11,
true);
}
break;
}
return true;
}
});
pOnCreateSceneCallback.onCreateSceneFinished(mScene);
}
好了,你看明白了吗,以下是源代码:
package com.testsprite;
import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.EngineOptions.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.FillResolutionPolicy;
import org.andengine.entity.modifier.LoopEntityModifier;
import org.andengine.entity.scene.IOnSceneTouchListener;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.AutoParallaxBackground;
import org.andengine.entity.scene.background.ParallaxBackground.ParallaxEntity;
import org.andengine.entity.sprite.AnimatedSprite;
import org.andengine.entity.sprite.Sprite;
import org.andengine.input.touch.TouchEvent;
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.TextureRegion;
import org.andengine.opengl.texture.region.TiledTextureRegion;
import org.andengine.ui.activity.BaseGameActivity;
public class TestSprite extends BaseGameActivity {
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mPlayerTextureRegion;
private BitmapTextureAtlas mAutoParallaxBackgroundTexture;
private TextureRegion mParallaxLayerBack;
private TextureRegion mParallaxLayerMid;
private TextureRegion mParallaxLayerFront;
public EngineOptions onCreateEngineOptions() {
Camera mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
EngineOptions mEngineOptions = new EngineOptions(true,
ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(),
mCamera);
return mEngineOptions;
}
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback)
throws Exception {
this.mBitmapTextureAtlas = new BitmapTextureAtlas(getTextureManager(),
128, 128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createTiledFromAsset(this.mBitmapTextureAtlas, this,
"player.png", 0, 0, 3, 4);
this.mAutoParallaxBackgroundTexture = new BitmapTextureAtlas(
getTextureManager(), 1024, 1024, TextureOptions.DEFAULT);
this.mParallaxLayerFront = (TextureRegion) BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mAutoParallaxBackgroundTexture, this,
"parallax_background_layer_front.png", 0, 0);
this.mParallaxLayerBack = (TextureRegion) BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mAutoParallaxBackgroundTexture, this,
"parallax_background_layer_back.png", 0, 188);
this.mParallaxLayerMid = (TextureRegion) BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mAutoParallaxBackgroundTexture, this,
"parallax_background_layer_mid.png", 0, 669);
mBitmapTextureAtlas.load();
mAutoParallaxBackgroundTexture.load();
pOnCreateResourcesCallback.onCreateResourcesFinished();
}
LoopEntityModifier mLoopEntityModifier;
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
throws Exception {
Scene mScene = new Scene();
// 最后一个参数原来是5,我们这里设为0,意思是让它一开始不要滚动
final AutoParallaxBackground autoParallaxBackground = new AutoParallaxBackground(
0, 0, 0, 0);
// 0.0f,-0.5f,-10.0f:你可以把它们理解为相对位置差
autoParallaxBackground
.attachParallaxEntity(new ParallaxEntity(0.0f,
new Sprite(0, CAMERA_HEIGHT
- this.mParallaxLayerBack.getHeight(),
this.mParallaxLayerBack,
getVertexBufferObjectManager())));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-5.0f,
new Sprite(0, 80, this.mParallaxLayerMid,
getVertexBufferObjectManager())));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-10.0f,
new Sprite(0, CAMERA_HEIGHT
- this.mParallaxLayerFront.getHeight(),
this.mParallaxLayerFront,
getVertexBufferObjectManager())));
// 设置背景
mScene.setBackground(autoParallaxBackground);
final int playerX = (int) (CAMERA_WIDTH - this.mPlayerTextureRegion
.getWidth()) / 2;
final int playerY = (int) (CAMERA_HEIGHT
- this.mPlayerTextureRegion.getHeight() - 5);
final AnimatedSprite player = new AnimatedSprite(playerX, playerY,
this.mPlayerTextureRegion, getVertexBufferObjectManager());
player.setScaleCenterY(this.mPlayerTextureRegion.getHeight());
player.setScale(2);
player.animate(new long[] { 200, 200, 200 }, 3, 5, true);
mScene.attachChild(player);
// 我们新增加一个触摸事件监听
mScene.setOnSceneTouchListener(new IOnSceneTouchListener() {
public boolean onSceneTouchEvent(Scene pScene,
TouchEvent pSceneTouchEvent) {
switch (pSceneTouchEvent.getAction()) {
case TouchEvent.ACTION_UP:// 当触屏抬起的时候
// 如果在右边触摸,我们让屏幕向左滚动
if (pSceneTouchEvent.getX() > 400) {
// 设置每秒钟背景滚动的距离
autoParallaxBackground.setParallaxChangePerSecond(10);
// 设置一下小人的帧序列
player.animate(new long[] { 200, 200, 200 }, 3, 5, true);
}
// 如果在左边触摸,我们让屏幕向右滚动
else {
// 设置每秒钟背景滚动的距离
autoParallaxBackground.setParallaxChangePerSecond(-10);
// 设置一下小人的帧序列
player.animate(new long[] { 200, 200, 200 }, 9, 11,
true);
}
break;
}
return true;
}
});
pOnCreateSceneCallback.onCreateSceneFinished(mScene);
}
public void onPopulateScene(Scene pScene,
OnPopulateSceneCallback pOnPopulateSceneCallback) throws Exception {
pOnPopulateSceneCallback.onPopulateSceneFinished();
}
}
自动视差背景