Blog chia sẻ kinh nghiệm lập trình Android


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)




Untitled 1 Link Source : DOWNLOAD HERE


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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