Xin chào các bạn hôm nay mình sẽ hướng dẫn các bạn tạo nhân vật chuyển động trong game android bằng thư viện andengine
Video hướng dẫn : (Like và G+ ủng hộ mình nha)
Code :
package com.example.animition;
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.scene.background.ColorBackground;
import org.anddev.andengine.entity.sprite.AnimatedSprite;
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.TextureRegionFactory;
import org.anddev.andengine.opengl.texture.region.TiledTextureRegion;
import org.anddev.andengine.ui.activity.BaseGameActivity;
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
public class MainActivity extends BaseGameActivity{
private static final int CAMERA_WIDTH = 480;
private static final int CAMERA_HEIGHT = 800;
private Texture mTextureVitBay;
private TiledTextureRegion mTextureRegionVitBay;
@Override
public Engine onLoadEngine() {
final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
final EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.PORTRAIT, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
engineOptions.getTouchOptions().setRunOnUpdateThread(true);
return new Engine(engineOptions);
}
@Override
public void onLoadResources() {
TextureRegionFactory.setAssetBasePath("gfx/");
// load con v?t
this.mTextureVitBay = new Texture(512, 128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mTextureRegionVitBay = TextureRegionFactory.createTiledFromAsset(this.mTextureVitBay, this, "VitBay.png",0, 0,3, 1);
this.mEngine.getTextureManager().loadTexture(this.mTextureVitBay);
}
@Override
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene(2);
scene.setBackground(new ColorBackground(0.5f, 0, 1));
final AnimatedSprite animatedSprite = new AnimatedSprite(200, 500, mTextureRegionVitBay);
scene.attachChild(animatedSprite);
animatedSprite.setScale(2);
animatedSprite.animate(new long[] { 200, 200, 200 },0,2, true);
return scene;
}
@Override
public void onLoadComplete() {
// TODO Auto-generated method stub
}
}
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