我有一个用“Tiled”创建的等轴测.TMX文件,我使用的是AndEngine GLES1。我想用它作为背景或地图。如果可能的话,我也希望将我的“玩家”运动绑在瓦片上。我知道有一些问题需要处理,但我需要实际的代码来显示背景。与AndEngine一起使用TMX文件
这是我唯一的java文件
package com.example.game;
import java.util.LinkedList;
import org.anddev.andengine.engine.Engine;
import org.anddev.andengine.engine.camera.Camera;
import org.anddev.andengine.engine.options.EngineOptions;
import org.anddev.andengine.engine.options.EngineOptions.ScreenOrientation;
import org.anddev.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.anddev.andengine.entity.modifier.MoveModifier;
import org.anddev.andengine.entity.scene.Scene;
import org.anddev.andengine.entity.scene.Scene.IOnSceneTouchListener;
import org.anddev.andengine.entity.scene.background.ColorBackground;
import org.anddev.andengine.entity.sprite.Sprite;
import org.anddev.andengine.entity.util.FPSLogger;
import org.anddev.andengine.input.touch.TouchEvent;
import org.anddev.andengine.opengl.texture.TextureOptions;
import org.anddev.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
import org.anddev.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
import org.anddev.andengine.opengl.texture.region.TextureRegion;
import org.anddev.andengine.ui.activity.BaseGameActivity;
import android.view.Display;
public class SimpleGame extends BaseGameActivity implements
IOnSceneTouchListener {
//Set up camera
private Camera mCamera;
//Set main scene
private Scene mMainScene;
//?? graphics variables?
private BitmapTextureAtlas mBitmapTextureAtlas;
private TextureRegion mPlayerTextureRegion;
//declaring sprite variable for player character
private Sprite player;
//Equiping ammunition
private LinkedList projectileLL;
private LinkedList projectilesToBeAdded;
private TextureRegion mProjectileTextureRegion;
@Override
public Engine onLoadEngine() {
//Preparing Engine giving it proper resolution (what you see on the screen)
final Display display = getWindowManager().getDefaultDisplay();
int cameraWidth = display.getWidth();
int cameraHeight = display.getHeight();
mCamera = new Camera(0, 0, cameraWidth, cameraHeight);
return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE,
new RatioResolutionPolicy(cameraWidth, cameraHeight), mCamera));
}
@Override
public void onLoadResources() {
mBitmapTextureAtlas = new BitmapTextureAtlas(512, 512,
TextureOptions.BILINEAR_PREMULTIPLYALPHA);
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
// assinging the player.png image for the mPlayerTextureRegion
mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this, "player.png",
0, 0);
mEngine.getTextureManager().loadTexture(mBitmapTextureAtlas);
mProjectileTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this,
"Projectile.png", 64, 0);
}
@Override
public Scene onLoadScene() {
//??? Creating the scene?
mEngine.registerUpdateHandler(new FPSLogger());
mMainScene = new Scene();
mMainScene
.setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));
final int PlayerX = this.mPlayerTextureRegion.getWidth()/2;
final int PlayerY = (int) ((mCamera.getHeight() - mPlayerTextureRegion
.getHeight())/2);
// Using sprite to illustrate player
player = new Sprite(PlayerX, PlayerY, mPlayerTextureRegion);
// Place player on game screen
mMainScene.attachChild(player);
projectileLL = new LinkedList();
projectilesToBeAdded = new LinkedList();
mMainScene.setOnSceneTouchListener(this);
return mMainScene;
}
// This method is used for shooting "bullets"
// Need to find a way to limit ammunition based on in game inventory
private void shootProjectile(final float pX, final float pY) {
int offX = (int) (pX - player.getX());
int offY = (int) (pY - player.getY());
if (offX <= 0)
return;
//Using projectile.png as sprite, what is .deepCopy???
final Sprite projectile;
projectile = new Sprite(player.getX(), player.getY(),
mProjectileTextureRegion.deepCopy());
mMainScene.attachChild(projectile, 1);
int realX = (int) (mCamera.getWidth() + projectile.getWidth()/2.0f);
float ratio = (float) offY/(float) offX;
int realY = (int) ((realX * ratio) + projectile.getY());
int offRealX = (int) (realX - projectile.getX());
int offRealY = (int) (realY - projectile.getY());
float length = (float) Math.sqrt((offRealX * offRealX)
+ (offRealY * offRealY));
float velocity = 480.0f/1.0f; // 480 pixels per 1 sec//
float realMoveDuration = length/velocity;
MoveModifier mod = new MoveModifier(realMoveDuration,
projectile.getX(), realX, projectile.getY(), realY);
projectile.registerEntityModifier(mod.deepCopy());
projectilesToBeAdded.add(projectile);
}
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN) {
final float touchX = pSceneTouchEvent.getX();
final float touchY = pSceneTouchEvent.getY();
shootProjectile(touchX, touchY);
return true;
}
return false;
}
@Override
public void onLoadComplete() {
}
}
编辑 切换到GLES2这是给我一些错误之后。我正在使用一个新类并插入提供的代码。我是否需要为其中的任何一个创建类?通过属性 - android和页面底部的“add”框链接TMXproject?谢谢
package com.example.game;
import org.andengine.engine.camera.Camera;
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.opengl.texture.TextureOptions;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import org.andengine.util.debug.Debug;
public class StarterGame extends SimpleBaseGameActivity {
static final int CAMERA_WIDTH = 800;
static final int CAMERA_HEIGHT = 480;
private Object tiledMap;
@Override
public EngineOptions onCreateEngineOptions() {
//Create view for the scene??
Camera mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR,
new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera);
}
@Override
protected void onCreateResources() {
// TODO Auto-generated method stub
try {
final TMXLoader tmxLoader = new TMXLoader(context.getAssets(), textureManager, TextureOptions.NEAREST, vertexBufferObjectManager, new ITMXTilePropertiesListener() {
@Override
public void onTMXTileWithPropertiesCreated(final TMXTiledMap pTMXTiledMap, final TMXLayer pTMXLayer, final TMXTile pTMXTile, final TMXProperties<TMXTileProperty> pTMXTileProperties) {
// do stuff with tiles that have properties...
}
});
this.tiledMap = tmxLoader.loadFromAsset("tmx/bg.tmx");
this.tiledMap.setIsometricDrawMethod(TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_CULLING_PADDING);
} catch (final TMXLoadException e) {
Debug.e(e);
}
}
@Override
protected Scene onCreateScene() {
//Setup scene with background color only
Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0));
return scene;
}
}
Christoph,谢谢你的回答。我只是想要移植到GLES2,无论如何我需要,我正在尝试将TMXextension与GLES1链接起来。 – AspiretoCode
GLES2确实可以正常工作。我希望你没有太多的麻烦移植。如果您有任何问题需要解决TMX问题,请告诉我 - 我会很乐意分享我所做的体验,即使它不是Mouch;) – GameDroids
Christoph,我已经更改为GLES2,将所有扩展加载为图书馆项目并链接到我的项目。但是我在这些命令中遇到了一些错误。就像它说“新的TMXLoader”已被弃用。然后它给了我关于context.getAssets(),vertexBufferObjectManager的错误。还有一些等距的东西。如果你能帮助我,那会很棒。 – AspiretoCode