本篇包括虛擬鍵盤,粒子系統
1虛擬鍵盤
分爲兩種,一種是單個虛擬鍵盤,另一種是多個方位虛擬鍵盤
1)加載虛擬鍵盤所需要的圖片資源
private BitmapTextureAtlas mOnScreenControlTexture;
private ITextureRegion mOnScreenControlBaseTextureRegion;
private ITextureRegion mOnScreenControlKnobTextureRegion;
this.mOnScreenControlTexture = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR);
this.mOnScreenControlBaseTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mOnScreenControlTexture, this, "onscreen_control_base.png", 0, 0);
this.mOnScreenControlKnobTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mOnScreenControlTexture, this, "onscreen_control_knob.png", 128, 0);
this.mOnScreenControlTexture.load();
2.1)單個虛擬鍵盤
final AnalogOnScreenControl analogOnScreenControl = new AnalogOnScreenControl(0, CAMERA_HEIGHT - this.mOnScreenControlBaseTextureRegion.getHeight(), this.mCamera, this.mOnScreenControlBaseTextureRegion, this.mOnScreenControlKnobTextureRegion, 0.1f, 200, this.getVertexBufferObjectManager(), new IAnalogOnScreenControlListener() {
@Override
public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY) {
//pValueX ,pVlueY在[-1,1]之間,座標系pValueX ,pVlueY交集就是方位啦 }
@Override
public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl) {
//裏邊的小的被點擊時調用 }
});
analogOnScreenControl.getControlBase().setBlendFunction(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
analogOnScreenControl.getControlBase().setAlpha(0.5f);
analogOnScreenControl.getControlBase().setScaleCenter(0, 128);
analogOnScreenControl.getControlBase().setScale(1.25f);
analogOnScreenControl.getControlKnob().setScale(1.25f);
analogOnScreenControl.refreshControlKnobPosition();
scene.setChildScene(analogOnScreenControl);
2.2多個虛擬鍵盤,下邊的是兩個
final AnalogOnScreenControl velocityOnScreenControl = new AnalogOnScreenControl(x1, y1, this.mCamera, this.mOnScreenControlBaseTextureRegion, this.mOnScreenControlKnobTextureRegion, 0.1f, this.getVertexBufferObjectManager(), new IAnalogOnScreenControlListener() {
@Override
public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY) {
physicsHandler.setVelocity(pValueX * 100, pValueY * 100);
}
@Override
public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl) {
/* Nothing. */
}
});
velocityOnScreenControl.getControlBase().setBlendFunction(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
velocityOnScreenControl.getControlBase().setAlpha(0.5f);
scene.setChildScene(velocityOnScreenControl);
/* Rotation control (right). */
final float y2 = (this.mPlaceOnScreenControlsAtDifferentVerticalLocations) ? 0 : y1;
final float x2 = CAMERA_WIDTH - this.mOnScreenControlBaseTextureRegion.getWidth();
final AnalogOnScreenControl rotationOnScreenControl = new AnalogOnScreenControl(x2, y2, this.mCamera, this.mOnScreenControlBaseTextureRegion, this.mOnScreenControlKnobTextureRegion, 0.1f, this.getVertexBufferObjectManager(), new IAnalogOnScreenControlListener() {//0.1f觸摸響應時間爲0.1秒 @Override
public void onControlChange(final BaseOnScreenControl pBaseOnScreenControl, final float pValueX, final float pValueY) {
if(pValueX == x1 && pValueY == x1) {
face.setRotation(x1);
} else {
face.setRotation(MathUtils.radToDeg((float)Math.atan2(pValueX, -pValueY)));
}
}
@Override
public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl) {
/* Nothing. */
}
});
rotationOnScreenControl.getControlBase().setBlendFunction(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
rotationOnScreenControl.getControlBase().setAlpha(0.5f);
velocityOnScreenControl.setChildScene(rotationOnScreenControl);//兩個鍵盤的關係
2粒子系統
1)粒子圖片資源
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mParticleTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "particle_point.png", 0, 0);
this.mBitmapTextureAtlas.load();
2)粒子類型
final CircleOutlineParticleEmitter particleEmitter = new CircleOutlineParticleEmitter(ParticleSystemSimpleExample.CAMERA_WIDTH * 0.5f, ParticleSystemSimpleExample.CAMERA_HEIGHT * 0.5f + 20, 80);//粒子類型
3)粒子工場產生的粒子類型,數量等
final SpriteParticleSystem particleSystem = new SpriteParticleSystem(particleEmitter, 60, 60, 360, this.mParticleTextureRegion, this.getVertexBufferObjectManager());//粒子工廠,參數,60,60是粒子的最大與最小生成速率
4)粒子的行爲方式(旋轉,顏色,透明度方面的變化)
particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1, 0, 0));
particleSystem.addParticleInitializer(new AlphaParticleInitializer<Sprite>(0));
particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));
particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-2, 2, -20, -10));
particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));
particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(6));
particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 1.0f, 2.0f));
particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(0, 3, 1, 1, 0, 0.5f, 0, 0));
particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(4, 6, 1, 1, 0.5f, 1, 0, 1));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(0, 1, 0, 1));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(5, 6, 1, 0));
5)加載粒子到Sence中
scene.attachChild(particleSystem);
6)粒子中心開始位置,開閉等
particleEmitter.setCenter(x,y );
particleSystem.setParticlesSpawnEnabled(true);