目標:
1. 瞭解紋理 BitmapTextureAtlas
2. 紋理區域工場 BitmapTextureAtlasTextureRegionFactory
3. 鎖 EngineLock
4. 移除精靈
package org.andengine.examples;
import org.andengine.engine.Engine.EngineLock;
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.IOnSceneTouchListener;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.Background;
import org.andengine.entity.sprite.Sprite;
import org.andengine.entity.util.FPSLogger;
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.ITextureRegion;
import org.andengine.ui.activity.SimpleBaseGameActivity;
import android.widget.Toast;
/**
* (c) 2010 Nicolas Gramlich
* (c) 2011 Zynga
*
* @author Nicolas Gramlich
* @since 11:54:51 - 03.04.2010
*/
public class SpriteRemoveExample extends SimpleBaseGameActivity implements IOnSceneTouchListener {
// ===========================================================
// Constants
// ===========================================================
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
// ===========================================================
// Fields
// ===========================================================
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion mFaceTextureRegion;
private Sprite mFaceToRemove;
// ===========================================================
// Constructors
// ===========================================================
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
public EngineOptions onCreateEngineOptions() {
Toast.makeText(this, "Touch the screen to safely remove the sprite.", Toast.LENGTH_LONG).show();
final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
}
@Override
public void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR);
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "face_box.png", 0, 0);
this.mBitmapTextureAtlas.load();
}
@Override
public Scene onCreateScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
/* Calculate the coordinates for the face, so its centered on the camera. */
final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2;
final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2;
this.mFaceToRemove = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager());
scene.attachChild(this.mFaceToRemove);
scene.setOnSceneTouchListener(this);
return scene;
}
@Override
public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) {
if(this.mFaceToRemove == null) {
return false;
}
final EngineLock engineLock = this.mEngine.getEngineLock();
engineLock.lock();
/* Now it is save to remove the entity! */
pScene.detachChild(this.mFaceToRemove);
this.mFaceToRemove.dispose();
this.mFaceToRemove = null;
engineLock.unlock();
return true;
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
BitmapTextureAtlas 是一種Texture(紋理)
BitmapTextureAtlas extends TextureAtlas
TextureAtlas<T extends ITextureAtlasSource> extends Texture
(上一篇中使用的是 ITexture 對象,texture = new BitmapTexture(...) 它也是是extends自Texture)
BitmapTextureAtlasTextureRegionFactory
設定AssetBasePath 路徑,然後讀取下面的"face_box.png" ,變成紋理,然後給mBitmapTextureAtlas,返回的則是一塊紋理區域mFaceTextureRegion。
(這樣就創建了 紋理 和 紋理區域)。
加鎖: 關鍵區域需要加鎖,例如移除精靈
final EngineLock engineLock = this.mEngine.getEngineLock();
engineLock.lock();
...
engineLock.unlock();
移除精靈:
1 先取消精靈與場景的綁定 detachChild
2 回收精靈dispose()
3 將對象置爲空 = null
---------------------------------------------------------------------
擴展閱讀:
場景 (Scenes)
AndEngine提供了一個場景類來讓我們可以進行遊戲場景的初始化。
Scenes擁有如下屬性:
Scene mParentScene : 每個場景能夠擁有可選的父場景
Scene mChildScene :每個場景能夠擁有可選的子場景
SmartList<ITouchArea> mTouchAreas: (觸碰區域):場景能夠知道接收了用戶觸摸的區域
IOnSceneTouchListener mOnSceneTouchListener: 場景被觸摸的監聽器
IOnAreaTouchListener mOnAreaTouchListener: 區域被觸摸的監聽器
RunnableHandler mRunnableHandler: 場景擁有的RunnableHandler.
IBackground mBackground : 每個場景都有背景,它是黑色實心的。
boolean mOnAreaTouchTraversalBackToFront: 是否需要響應觸摸事件。
Layers of graphics can be attached to a Scene as children of the Scene.