只想让一个精灵动画化,但实际上所有精灵都动画化。和引擎

发布于 2024-12-14 05:53:58 字数 2673 浏览 4 评论 0原文

我正在使用 Andengine 创建一个 Android 应用程序。该应用程序的一部分要求用户从屏幕上的一组精灵中选择几个精灵,这会导致所选精灵变成不同的颜色(即移动到下一个图块)。我将它们全部声明为动画精灵,并且为每个精灵使用相同的纹理。问题是,一旦我选择了一个精灵,每个精灵都会移动到下一个图块,而不仅仅是我选择的那个。如何只更改一个精灵?

这是我设置纹理等的地方:

private Texture mGreenTextureAtlas;
private  TiledTextureRegion mGreenBallFaceTextureRegion;

@Override
        public void onLoadResources() {
                /* Textures. */
                ...
                this.mGreenTextureAtlas = new Texture(32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
                        ...
                TextureRegionFactory.setAssetBasePath("gfx/");

                /* TextureRegions. */

                        ...
                this.mGreenBallFaceTextureRegion =  TextureRegionFactory.createTiledFromAsset(this.mGreenTextureAtlas, this, "green_ball.png", 0, 16, 2, 1); // 64x32
                this.mEngine.getTextureManager().loadTextures(this.mCueTextureAtlas, this.mGreenTextureAtlas , this.mBackgroundTexture, this.mPocketTexture);
        }

这是我实际创建精灵并应用纹理的地方:

face = new AnimatedSprite(pX, pY, this.mGreenBallFaceTextureRegion);
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
encapsed = new Encapsulator(body, face, Encapsulator.AVOID_BALL, mFaceCount);
ballsList.add(encapsed);

我将每个精灵、它的主体和一些其他数据封装到我创建的对象中,然后将该对象添加到 ArrayList 中。

这是 onTouch 事件处理程序。

@Override
        public boolean onAreaTouched( final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea,final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
            if(pSceneTouchEvent.isActionDown()) {
                final AnimatedSprite face = (AnimatedSprite) pTouchArea;

                for(int i=0; i<ballsList.size(); i++)
                {
                    if(face.equals(ballsList.get(i).animatedFace))
                    {
                        ballsList.get(i).toggleType(face);
                        System.out.println("Ball " + ballsList.get(i).id + " is now " + ballsList.get(i).type);
                    }                       
                }               

                return true;
            }
            return false;
        }

最后,这里是 Encapsulator 类中的toggleType 方法,它负责移动到下一个图块:

public void toggleType(AnimatedSprite face)
    {
        if(this.type == AVOID_BALL)
        {
            this.type = HIT_BALL;
            face.nextTile();
        }
        else if(this.type == HIT_BALL)
        {
            this.type = AVOID_BALL;
            face.setCurrentTileIndex(0);
        }
    }

抱歉,如果这有点啰嗦。任何帮助表示赞赏。

I'm creating an android app using Andengine. One part of the app requires users to select a few sprites from a group of sprites on the screen, which causes the selected sprites to turn a different color (ie, moving to the next tile). I declared them all as animated sprites and I'm using the same texture for each one. The problem is that once I select a sprite, every sprite moves to the next tile, not just the one I selected. How do I make just the one sprite change?

Here's where I setup the textures and whatnot:

private Texture mGreenTextureAtlas;
private  TiledTextureRegion mGreenBallFaceTextureRegion;

@Override
        public void onLoadResources() {
                /* Textures. */
                ...
                this.mGreenTextureAtlas = new Texture(32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
                        ...
                TextureRegionFactory.setAssetBasePath("gfx/");

                /* TextureRegions. */

                        ...
                this.mGreenBallFaceTextureRegion =  TextureRegionFactory.createTiledFromAsset(this.mGreenTextureAtlas, this, "green_ball.png", 0, 16, 2, 1); // 64x32
                this.mEngine.getTextureManager().loadTextures(this.mCueTextureAtlas, this.mGreenTextureAtlas , this.mBackgroundTexture, this.mPocketTexture);
        }

Here's where I actually create the sprites and apply the textures:

face = new AnimatedSprite(pX, pY, this.mGreenBallFaceTextureRegion);
body = PhysicsFactory.createCircleBody(this.mPhysicsWorld, face, BodyType.DynamicBody, FIXTURE_DEF);
encapsed = new Encapsulator(body, face, Encapsulator.AVOID_BALL, mFaceCount);
ballsList.add(encapsed);

I encapsulate each sprite, it's body, and some other data into an object that I made, and then add that object into an ArrayList.

Here is the onTouch event handler.

@Override
        public boolean onAreaTouched( final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea,final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
            if(pSceneTouchEvent.isActionDown()) {
                final AnimatedSprite face = (AnimatedSprite) pTouchArea;

                for(int i=0; i<ballsList.size(); i++)
                {
                    if(face.equals(ballsList.get(i).animatedFace))
                    {
                        ballsList.get(i).toggleType(face);
                        System.out.println("Ball " + ballsList.get(i).id + " is now " + ballsList.get(i).type);
                    }                       
                }               

                return true;
            }
            return false;
        }

Finally, here is the toggleType method in the Encapsulator class that's responsible for moving to the next tile:

public void toggleType(AnimatedSprite face)
    {
        if(this.type == AVOID_BALL)
        {
            this.type = HIT_BALL;
            face.nextTile();
        }
        else if(this.type == HIT_BALL)
        {
            this.type = AVOID_BALL;
            face.setCurrentTileIndex(0);
        }
    }

Sorry if this is a bit long-winded. Any help is appreciated.

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(1

夜未央樱花落 2024-12-21 05:53:58

我做了更多谷歌搜索并找到了解决方案。创建精灵时我必须使用textureregion.clone()方法。我在此链接中找到了解决方案:

http ://www.andengine.org/forums/development/two-sprites-sharing-the-same-tiledtextureregion-t4339.html

I did some more googling and came across a solution. I had to use the textureregion.clone() method when creating the sprites. I found the solution at this link:

http://www.andengine.org/forums/development/two-sprites-sharing-the-same-tiledtextureregion-t4339.html

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文