andengine游戏引擎总结进阶篇1

本篇包括虚拟键盘,粒子系统

1虚拟键盘

分为两种,一种是单个虚拟键盘,另一种是多个方位虚拟键盘

1)加载虚拟键盘所需要的图片资源

	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)单个虚拟键盘

   
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]之间,坐标系pValueX ,pVlueY交集就是方位啦		}

			@Override
public void onControlClick(final AnalogOnScreenControl pAnalogOnScreenControl) {
//里边的小的被点击时调用 }
});
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多个虚拟键盘,下边的是两个

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触摸响应时间为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);//两个键盘的关系

2粒子系统

1)粒子图片资源

	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)粒子类型

	final CircleOutlineParticleEmitter particleEmitter = new CircleOutlineParticleEmitter(ParticleSystemSimpleExample.CAMERA_WIDTH * 0.5f, ParticleSystemSimpleExample.CAMERA_HEIGHT * 0.5f + 20, 80);//粒子类型

3)粒子工场产生的粒子类型,数量等

final SpriteParticleSystem particleSystem = new SpriteParticleSystem(particleEmitter, 60, 60, 360, this.mParticleTextureRegion, this.getVertexBufferObjectManager());//粒子工厂,参数,60,60是粒子的最大与最小生成速率

4)粒子的行为方式(旋转,颜色,透明度方面的变化)

		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)加载粒子到Sence中

		scene.attachChild(particleSystem);

6)粒子中心开始位置,开闭等

particleEmitter.setCenter(x,y );
particleSystem.setParticlesSpawnEnabled(true);
上一篇:如何制作一款HTML5 RPG游戏引擎——第四篇,情景对话


下一篇:Atitit 基于dom的游戏引擎