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男はAndEngineの完全な初心者です。物理ハンドラーを使用したいと思い、andengine の例を調べました。したがって、私の場合、タッチして移動できる「ボール」スプライトと、壁で跳ね返ると予想される2番目の「正方形」アニメーションスプライトがあります。しかし、それは画面から離れているだけです。手伝ってください...

    package com.Escapo;

    import org.anddev.andengine.engine.Engine;
    import org.anddev.andengine.engine.camera.Camera;
    import org.anddev.andengine.engine.handler.physics.PhysicsHandler;
    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.scene.Scene.IOnSceneTouchListener;
    import org.anddev.andengine.entity.scene.background.ColorBackground;
    import org.anddev.andengine.entity.sprite.AnimatedSprite;
    import org.anddev.andengine.entity.sprite.Sprite;
    import org.anddev.andengine.entity.util.FPSLogger;
    import org.anddev.andengine.input.touch.TouchEvent;
    import org.anddev.andengine.opengl.texture.TextureOptions;
    import org.anddev.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
    import    org.anddev.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
    import org.anddev.andengine.opengl.texture.region.TextureRegion;
    import org.anddev.andengine.opengl.texture.region.TiledTextureRegion;
    import org.anddev.andengine.ui.activity.BaseGameActivity;

    import android.view.Display;



    public class EscapoActivity extends BaseGameActivity {

private Camera mCamera;
private Scene mMainScene;

//main ball variables
private BitmapTextureAtlas mBitmapTextureAtlas;
private TextureRegion mPlayerTextureRegion;
private Sprite player;
//square
private BitmapTextureAtlas mBitmapTextureAtlas2;
private static final float DEMO_VELOCITY = 100.0f;
private TiledTextureRegion mFaceTextureRegion;
private static int cameraWidth;
private static int cameraHeight;
private Sprite square;
@Override
public void onLoadComplete() {


}

@Override
public Engine onLoadEngine() {

    final Display display = getWindowManager().getDefaultDisplay();

        cameraWidth = display.getWidth();

        cameraHeight = display.getHeight();



        mCamera = new Camera(0, 0, cameraWidth, cameraHeight);



        return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE,

            new RatioResolutionPolicy(cameraWidth, cameraHeight), mCamera));

}

@Override
public void onLoadResources() {



            mBitmapTextureAtlas = new BitmapTextureAtlas(512, 512,

                TextureOptions.BILINEAR_PREMULTIPLYALPHA);

            //square
            mBitmapTextureAtlas2 = new BitmapTextureAtlas(512, 512,

                    TextureOptions.BILINEAR_PREMULTIPLYALPHA);


            BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");



            mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory

                .createFromAsset(this.mBitmapTextureAtlas, this, "ball.png",

                0, 0);

            //square
            this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas2, this, "square.png", 0, 0, 1, 1);

            mEngine.getTextureManager().loadTextures(mBitmapTextureAtlas,mBitmapTextureAtlas2);




}

@Override
public Scene onLoadScene() {

     mEngine.registerUpdateHandler(new FPSLogger());



         mMainScene = new Scene();

         mMainScene

             .setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));


         final int PlayerX =(int) ((mCamera.getWidth() - mPlayerTextureRegion

                 .getWidth()) / 2);
         final int PlayerY = (int) ((mCamera.getHeight() - mPlayerTextureRegion

             .getHeight()) / 2);



         player = new Sprite(PlayerX, PlayerY, mPlayerTextureRegion) {

                 public boolean onAreaTouched(TouchEvent pSceneTouchEvent,float pTouchAreaLocalX, float pTouchAreaLocalY) {

                    this.setPosition(pSceneTouchEvent.getX()- this.getWidth() / 2, pSceneTouchEvent.getY()- this.getHeight() / 2);




                     return true;

                 }

             };
             mMainScene.registerTouchArea(player);

                mMainScene.setTouchAreaBindingEnabled(true);

         mMainScene.attachChild(player);
         //square
         final Ball ball = new Ball(2, 2, this.mFaceTextureRegion);
         final PhysicsHandler physicsHandler = new PhysicsHandler(ball);
         ball.registerUpdateHandler(physicsHandler);
         physicsHandler.setVelocity(DEMO_VELOCITY, DEMO_VELOCITY);

         mMainScene.getLastChild().attachChild(ball);

         return mMainScene;

}


private static class Ball extends AnimatedSprite {
    private final PhysicsHandler mPhysicsHandler;

    public Ball(final float pX, final float pY, final TiledTextureRegion pTextureRegion) {
            super(pX, pY, pTextureRegion);
            this.mPhysicsHandler = new PhysicsHandler(this);
            this.registerUpdateHandler(this.mPhysicsHandler);
    }

    @Override
    protected void onManagedUpdate(final float pSecondsElapsed) {
            if(this.mX < 0) {
                    this.mPhysicsHandler.setVelocityX(DEMO_VELOCITY);
            } else if(this.mX + this.getWidth() > cameraWidth) {
                    this.mPhysicsHandler.setVelocityX(-DEMO_VELOCITY);
            }

            if(this.mY < 0) {
                    this.mPhysicsHandler.setVelocityY(DEMO_VELOCITY);
            } else if(this.mY + this.getHeight() > cameraHeight) {
                    this.mPhysicsHandler.setVelocityY(-DEMO_VELOCITY);
            }

            super.onManagedUpdate(pSecondsElapsed);
    }
 }




 } 

動くボールの例を統合しようとしましたhttp://code.google.com/p/andengineexamples/source/browse/src/org/anddev/andengine/examples/MovingBallExample.java どこで間違っていますか?

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1 に答える 1

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PhysicsHandler があなたの問題を解決するかどうかはわかりません。エンティティを移動するのに役立つはずだと思うからです。

AndEngine の Box2d 拡張機能を試してください。

AndEngine Examples から、基本的にオブジェクトに触れるとジャンプする PhysicsJumpExample.java (ランチャーでは「物理とタッチの組み合わせ」と呼ばれる) があるので、あなたが望むものに近いと思います。

壁を作成するための、そのファイルのコードを次に示します。

//onCreateScene
    final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
    final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager);
    final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager);
    final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);
    final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);

    final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef);
    PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef);

    this.mScene.attachChild(ground);
    this.mScene.attachChild(roof);
    this.mScene.attachChild(left);
    this.mScene.attachChild(right);

オブジェクトをジャンプさせるには、速度を負の重力に設定するだけです。最終的に 0 に達した後、重力はそれを引き戻します。

final Vector2 velocity = Vector2Pool.obtain(this.mGravityX * -50, this.mGravityY * -50);
    faceBody.setLinearVelocity(velocity);
    Vector2Pool.recycle(velocity);
于 2012-08-03T16:39:46.523 に答える