我是Andengine的初學者,所以我帶GLSE1練習我的第一個遊戲代碼。我試圖顯示一個啓動畫面,但它總是在「紋理」(不能實例化類型紋理)和「createFromAsset」中顯示錯誤。ANDENGINE Old [初始屏幕錯誤]
我對下面的啓動畫面的完整代碼:
package com.example.first.aq2;
import org.anddev.andengine.engine.Engine;
import org.anddev.andengine.engine.camera.Camera;
import org.anddev.andengine.engine.options.EngineOptions;
import org.anddev.andengine.engine.options.EngineOptions.ScreenOrientation;
import org.anddev.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.anddev.andengine.entity.scene.Scene;
import org.anddev.andengine.entity.sprite.Sprite;
import org.anddev.andengine.entity.util.FPSLogger;
import org.anddev.andengine.opengl.texture.Texture;
import org.anddev.andengine.opengl.texture.TextureOptions;
import org.anddev.andengine.opengl.texture.region.TextureRegion;
import org.anddev.andengine.opengl.texture.region.TextureRegionFactory;
import org.anddev.andengine.ui.activity.BaseGameActivity;
public class AQ2 extends BaseGameActivity {
// ===========================================================
// Constants
// ===========================================================
private static final int CAMERA_WIDTH = 480;
private static final int CAMERA_HEIGHT = 320;
// ===========================================================
// Fields
// ===========================================================
private Camera mCamera;
private Texture mTexture;
private TextureRegion mSplashTextureRegion;
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
public Engine onLoadEngine() {
this.mCamera = new Camera(0, 0, CAMERA_WIDTH,CAMERA_HEIGHT);
return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), this.mCamera));
}
@Override
public void onLoadResources() {
this.mTexture = new Texture(512, 512,TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mSplashTextureRegion = TextureRegionFactory.createFromAsset(this.mTexture,this, "gfx/Splashscreen.png", 0, 0);
this.mEngine.getTextureManager().loadTexture(this.mTexture);
}
@Override
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene(1);
/* Center the splash on the camera. */
final int centerX = (CAMERA_WIDTH - this.mSplashTextureRegion.getWidth())/2;
final int centerY = (CAMERA_HEIGHT - this.mSplashTextureRegion.getHeight())/2;
/* Create the sprite and add it to the scene. */
final Sprite splash = new Sprite(centerX, centerY, this.mSplashTextureRegion);
scene.getLastChild().attachChild(splash);
return scene;
}
@Override
public void onLoadComplete() {
}
}
enter code here
幫我做的第一步
你說錯了什麼? – pskink
在「紋理」(無法實例化紋理類型)中,行:this.mTexture = new Texture(512,512,TextureOptions.BILINEAR_PREMULTIPLYALPHA); –