0
如何在AndEngine中創建從前端合併到底部展開的視差背景?Andengine中的自動視差背景
有一種方法可以做到這一點,但我失去了一些東西......我的視差背景工作正常,但它不合並從開始到底部。
如何在AndEngine中創建從前端合併到底部展開的視差背景?Andengine中的自動視差背景
有一種方法可以做到這一點,但我失去了一些東西......我的視差背景工作正常,但它不合並從開始到底部。
@Override
public void onLoadResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(256, 128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4);
this.mEnemyTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "enemy.png", 73, 0, 3, 4);
this.mAutoParallaxBackgroundTexture = new BitmapTextureAtlas(1024, 1024, TextureOptions.DEFAULT);
this.mParallaxLayerFront = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_front.png", 0, 0);
this.mParallaxLayerBack = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_back.png", 0, 188);
this.mParallaxLayerMid = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_mid.png", 0, 669);
this.mEngine.getTextureManager().loadTextures(this.mBitmapTextureAtlas, this.mAutoParallaxBackgroundTexture);
}
@Override
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
final AutoParallaxBackground autoParallaxBackground = new AutoParallaxBackground(0, 0, 0, 5);
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(0.0f, new Sprite(0, CAMERA_HEIGHT - this.mParallaxLayerBack.getHeight(), this.mParallaxLayerBack)));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-5.0f, new Sprite(0, 80, this.mParallaxLayerMid)));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-10.0f, new Sprite(0, CAMERA_HEIGHT - this.mParallaxLayerFront.getHeight(), this.mParallaxLayerFront)));
scene.setBackground(autoParallaxBackground);
/* Calculate the coordinates for the face, so its centered on the camera. */
final int playerX = (CAMERA_WIDTH - this.mPlayerTextureRegion.getTileWidth())/2;
final int playerY = CAMERA_HEIGHT - this.mPlayerTextureRegion.getTileHeight() - 5;
/* Create two sprits and add it to the scene. */
final AnimatedSprite player = new AnimatedSprite(playerX, playerY, this.mPlayerTextureRegion);
player.setScaleCenterY(this.mPlayerTextureRegion.getTileHeight());
player.setScale(2);
player.animate(new long[]{200, 200, 200}, 3, 5, true);
final AnimatedSprite enemy = new AnimatedSprite(playerX - 80, playerY, this.mEnemyTextureRegion);
enemy.setScaleCenterY(this.mEnemyTextureRegion.getTileHeight());
enemy.setScale(2);
enemy.animate(new long[]{200, 200, 200}, 3, 5, true);
scene.attachChild(player);
scene.attachChild(enemy);
return scene;
}
@Override
public void onLoadComplete() {
}
}
我使用全屏
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(0.0f, new Sprite(0, 0, camera.getWidth() ,camera.getHeight() ,this.mParallaxLayerBack, vertexBufferObjectManager)));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-5.0f, new Sprite(0, 80, this.mParallaxLayerMid, vertexBufferObjectManager)));
autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-10.0f, new Sprite(0, cameraHeight - this.mParallaxLayerFront.getHeight(), this.mParallaxLayerFront, vertexBufferObjectManager)));
scene.setBackground(autoParallaxBackground);
通知,相機是一個全局變量,我希望這能幫助你!