我是的新手Android遊戲開發我正在使用AndEngine GLES 2 Java。在這種編碼,我創建2精靈是small_box和big_box respectively.When我拖累small_box到big_box或反之,它排斥每個other.This工作正常,但我的問題是,1 small_box和第一個大方塊排斥對方,但第二個small_box和big_box不排斥。如何解決?我希望所有small_box所有big_box排斥,當我拖到small_box另一個small_box應該重疊,甚至在big_box另一個big_box也........ PLZ人可以通過修改這個代碼或使用示例幫助這個.......Andengine - 如何在Android遊戲中創建Sprite的重疊和碰撞?
public class SampleActivity extends SimpleBaseGameActivity {
protected static final int CAMERA_WIDTH = 800;
protected static final int CAMERA_HEIGHT = 480;
private ITextureRegion Box1, Box2;;
private Stack Stack1, Stack2;
private Sprite small_box,big_box;
//private final Sprite small_box = new Sprite[1];
public EngineOptions onCreateEngineOptions() {
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);
}
public void onCreateResources() {
try {
ITexture small_box = new BitmapTexture(this.getTextureManager(),
new IInputStreamOpener() {
public InputStream open() throws IOException {
return getAssets().open("gfx/small_box.png");
}
});
ITexture big_box = new BitmapTexture(this.getTextureManager(),
new IInputStreamOpener() {
public InputStream open() throws IOException {
return getAssets().open("gfx/big_box.png");
}
});
small_box.load();
big_box.load();
this.Box1 = TextureRegionFactory.extractFromTexture(small_box);
this.Box2 = TextureRegionFactory.extractFromTexture(big_box);
this.Stack1 = new Stack();
this.Stack2 = new Stack();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public Scene onCreateScene() {
final Scene scene = new Scene();
scene.setBackground(new Background(1, 1, 1));
for(int i=0;i<2;i++){
small_box = new Sprite(i*300, 100, Box1, this.getVertexBufferObjectManager()) {
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) {
if (((Sprite) this.getmStack().peek()).getHeight() != this
.getHeight())
return false;
this.setPosition(pSceneTouchEvent.getX() - this.getWidth()
/2, pSceneTouchEvent.getY() - this.getHeight()/2);
if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_UP){
checkForCollisionsWithBoxes();
}
return true;
}
private Stack getmStack() {
// TODO Auto-generated method stub
return Stack2;
}
};
big_box = new Sprite(i*300, 200, Box2, this.getVertexBufferObjectManager()) {
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) {
if (((Sprite) this.getmStack().peek()).getHeight() != this
.getHeight())
return false;
this.setPosition(pSceneTouchEvent.getX() - this.getWidth()
/2, pSceneTouchEvent.getY() - this.getHeight()/2);
if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_UP){
checkForCollisionsWithBoxes();
}
return true;
}
private Stack getmStack() {
// TODO Auto-generated method stub
return Stack1;
}
};
scene.attachChild(small_box);
scene.attachChild(big_box);
this.Stack1.add(big_box);
this.Stack2.add(small_box);
scene.registerTouchArea(small_box);
scene.registerTouchArea(big_box);
scene.setTouchAreaBindingOnActionDownEnabled(true);
}
return scene;
}
private void checkForCollisionsWithBoxes() {
if ((big_box.collidesWith(small_box) && (Stack1.size() == 0 || small_box.getHeight() < ((Sprite) Stack1.peek()).getHeight()))) {
small_box.setPosition(100+big_box.getWidth()/2, 50+ big_box.getHeight());
big_box.setPosition(300+small_box.getWidth()/2, 250+small_box.getHeight()/2);
}
}
}
謝謝你的迴應...我試過這個鏈接,但我沒有得到它...我用數組爲兩個精靈,但它顯示冗長,我想使它簡短....你能幫我... – sam786
@jimmar ...你可以告訴我這個解決方案.....我嘗試了很多,但仍然不知道 – sam786
我使用了陣列的兩個雪碧......我用4個小方塊和4個大方塊通過使用數組...我做了這個編碼,但它的冗長,所以我希望它可伸縮可以any1幫助我...如果any1準備好了以幫助我然後我將共享這個 – sam786