private BuildableBitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mSnapdragonTextureRegion;
private TiledTextureRegion mHelicopterTextureRegion;
private TiledTextureRegion mBananaTextureRegion;
private TiledTextureRegion mFaceTextureRegion;
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BuildableBitmapTextureAtlas(this.getTextureManager(), 512, 256, TextureOptions.NEAREST);
//this.mBitmapTextureAtlas = new BuildableBitmapTextureAtlas(this.getTextureManager(), 512, 256, TextureOptions.BILINEAR);
this.mSnapdragonTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "snapdragon_tiled.png", 4, 3);
this.mHelicopterTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "helicopter_tiled.png", 2, 2);
this.mBananaTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "banana_tiled.png", 4, 2);
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "face_box_tiled.png", 2, 1);
try {
this.mBitmapTextureAtlas.build(new BlackPawnTextureAtlasBuilder<IBitmapTextureAtlasSource, BitmapTextureAtlas>(0, 0, 1));
this.mBitmapTextureAtlas.load();
} catch (TextureAtlasBuilderException e) {
Debug.e(e);
}
/* Quickly twinkling face. */
final AnimatedSprite face = new AnimatedSprite(100, 50, this.mFaceTextureRegion, this.getVertexBufferObjectManager());
face.animate(100);
scene.attachChild(face);
/* Continuously flying helicopter. */
final AnimatedSprite helicopter = new AnimatedSprite(320, 50, this.mHelicopterTextureRegion, this.getVertexBufferObjectManager());
helicopter.animate(new long[] { 100, 100 }, 1, 2, true);
scene.attachChild(helicopter);
/* Snapdragon. */
final AnimatedSprite snapdragon = new AnimatedSprite(300, 200, this.mSnapdragonTextureRegion, this.getVertexBufferObjectManager());
snapdragon.animate(100);
scene.attachChild(snapdragon);
/* Funny banana. */
final AnimatedSprite banana = new AnimatedSprite(100, 220, this.mBananaTextureRegion, this.getVertexBufferObjectManager());
banana.animate(100);
scene.attachChild(banana);
AndEngine添加多个动画精灵的方法
游戏资源加载与动画实现
最新推荐文章于 2025-09-27 01:14:38 发布
本文介绍了一种使用BitmapTextureAtlas进行游戏资源加载的方法,并通过AnimatedSprite实现了游戏角色的动画效果,包括快速闪烁的脸部、连续飞行的直升机、Snapdragon角色及有趣的香蕉。
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