本文主要是介绍libGDX学习记录(二),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
下载TexturePacker图片合成器
1.官网下载地址:https://www.codeandweb.com/texturepacker/download
下载完,双击后傻瓜式安装,记住自己的安装位置,可更改。
2.合成素材
打开TexturePacker
1.打开安装目录的bin文件夹,找到如图启动程序,双击,选择试用版,之后桌面会有快捷方式。
2.如图,将合成素材的文件夹拖入左边的项目栏,右上角选择libGDX框架的数据格式,下方两个文件夹选择上期项目的android目录下的assetes,上下分别创建一个sprites.txt和sprites.png。最后点击发布精灵表
3.进入上期项目,找到android目录下的assets下的sprites.png和sprites.txt。
4.在core目录下,进入最里层,和MyGdxcGame.java同级,创建一个Banana.java
代码如下:(备注仅为个人估计,仅供参考)
package com.mygdx.game;import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.viewport.ExtendViewport;public class Banana extends ApplicationAdapter {TextureAtlas textureAtlas; //该对象处理合同相关的逻辑Sprite banana; //图片对象SpriteBatch batch;OrthographicCamera camera;ExtendViewport viewport;//Ctrl+O,导入create和dispose@Overridepublic void create() {textureAtlas = new TextureAtlas("sprites.txt");banana = textureAtlas.createSprite("banana");batch = new SpriteBatch();// 设定初始比例camera = new OrthographicCamera();viewport = new ExtendViewport(800,600,camera);}@Overridepublic void render() {Gdx.gl.glClearColor(0.57f, 0.77f, 0.85f, 1);Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);batch.begin(); //绘图// banana.setPosition(0,0);
// banana.draw(batch);
//
// banana.setPosition(100,100);
// banana.draw(batch);drawSprite("banana",0,0);drawSprite("banana",100,100);drawSprite("cherries",200,100);batch.end();}@Overridepublic void resize(int width, int height) {//更新绘图比例viewport.update(width,height,true);batch.setProjectionMatrix(camera.combined);}@Overridepublic void dispose() {textureAtlas.dispose();}//封装绘图方法private void drawSprite(String name,float x,float y){Sprite sprite = textureAtlas.createSprite(name);sprite.setPosition(x,y);sprite.draw(batch);}}
5.先进行桌面端的测试,打开desktop的启动项DesktopLauncher,将MyGdxGame,改成Banana。
点击运行
结果如图:
好吧,还是没啥用,再见!
- 该阶段源码
水果落地
1.下载PhysicsEditor-1.8.4-x64.msi安装包
2.双击即可傻瓜式安装,记住安装路径
3.找到安装目录下的bin文件夹,打开软件
4.点击图中Add,添加需要操作的图片
5.选区工具
描点
6.四图皆描好点后,对各自的物理特性进行修改
7.全都处理好后,选择项目Android目录下的assets保存该文件,文件名为sprites。最后点击Publish,生成一个physics.xml文件。(项目中的文件才会生效)。
8.更改项目最外层的build.gradle
完整build.gradle
buildscript {repositories {maven { url "https://maven.aliyun.com/nexus/content/groups/public/" }maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }}dependencies {classpath 'com.android.tools.build:gradle:3.1.0'}
}allprojects {apply plugin: "eclipse"apply plugin: "idea"version = '1.0'ext {appName = 'abcTest'gdxVersion = '1.9.12'roboVMVersion = '2.3.11'box2DLightsVersion = '1.5'ashleyVersion = '1.7.3'aiVersion = '1.8.2'}repositories {maven { url "https://maven.aliyun.com/nexus/content/groups/public/" }maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }maven { url "https://oss.sonatype.org/content/repositories/releases/" }}
}project(":desktop") {apply plugin: "java"dependencies {compile project(":core")compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"compile "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-desktop"}
}project(":android") {apply plugin: "android"configurations { natives }dependencies {compile project(":core")compile "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-armeabi"natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-armeabi-v7a"natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-x86"}
}project(":core") {apply plugin: "java"dependencies {compile "com.codeandweb.physicseditor:gdx-pe-loader:1.1.0"compile "com.badlogicgames.gdx:gdx:$gdxVersion"compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"}
}tasks.eclipse.doLast {delete ".project"
}
9.更新完这两次配置后,点击右上角出现的刷新按钮,等待加载完毕
10.修改banana.java的代码
package com.mygdx.game;import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.viewport.ExtendViewport;
import com.codeandweb.physicseditor.PhysicsShapeCache;import java.util.HashMap;
import java.util.Random;public class Banana extends ApplicationAdapter {static final float STEP_TIME = 1f/60f;static final int VELOCITY_ITERATIONS = 6;static final int POSITION_ITERATIONS = 2;static final float SCALE = 0.05f;float accumulator = 0;TextureAtlas textureAtlas; //该对象处理合同相关的逻辑Sprite banana; //图片对象SpriteBatch batch;final HashMap<String,Sprite> sprites = new HashMap<String, Sprite>();OrthographicCamera camera;ExtendViewport viewport;World world;PhysicsShapeCache physicsBodies;Body cherries;Body ground;static final int COUNT = 10;Body[] fruitBodies = new Body[COUNT];String[] names = new String[COUNT];//随机生成水果private void generateFruit(){String[] fruitNames = new String[]{"banana","cherries","orange"};Random random = new Random();for (int i=0;i<fruitBodies.length;i++){String name = fruitNames[random.nextInt(fruitNames.length)];float x =random.nextFloat()*50;float y =random.nextFloat()*50+50;names[i] = name;fruitBodies[i] = createdBody(name,x,y,0);}}private void createGround(){if (ground!=null){world.destroyBody(ground);}BodyDef bodyDef = new BodyDef();bodyDef.type = BodyDef.BodyType.StaticBody;FixtureDef fixtureDef = new FixtureDef();fixtureDef.friction = 1;PolygonShape shape = new PolygonShape();shape.setAsBox(camera.viewportWidth,1);fixtureDef.shape = shape;ground = world.createBody(bodyDef);ground.createFixture(fixtureDef);ground.setTransform(0,0,0);shape.dispose();}private void stepWorld(){float delta = Gdx.graphics.getDeltaTime();accumulator +=Math.min(delta,0.25f);if (accumulator >=STEP_TIME){accumulator -=STEP_TIME;world.step(STEP_TIME,VELOCITY_ITERATIONS,POSITION_ITERATIONS);}}private void addSprites(){Array<TextureAtlas.AtlasRegion> regions = textureAtlas.getRegions();for (TextureAtlas.AtlasRegion region : regions){Sprite sprite = textureAtlas.createSprite(region.name);float width = sprite.getWidth() * SCALE;float height = sprite.getHeight() *SCALE;sprite.setSize(width,height);sprite.setOrigin(0,0);sprites.put(region.name,sprite);}}private Body createdBody(String name,float x,float y,float rotation){Body body = physicsBodies.createBody(name,world,SCALE,SCALE);body.setTransform(x,y,rotation);return body;}//Ctrl+O,导入create和dispose@Overridepublic void create() {textureAtlas = new TextureAtlas("sprites.txt");addSprites();
// banana = textureAtlas.createSprite("banana");batch = new SpriteBatch();// 设定初始比例camera = new OrthographicCamera();viewport = new ExtendViewport(50,50,camera);Box2D.init();world = new World(new Vector2(0,-80),true);physicsBodies = new PhysicsShapeCache("physics.xml");// cherries = createdBody("cherries",10,50,0);generateFruit();}@Overridepublic void render() {Gdx.gl.glClearColor(0.57f, 0.77f, 0.85f, 1);Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);stepWorld();batch.begin(); //绘图for (int i=0;i<fruitBodies.length;i++){Body body = fruitBodies[i];String name = names[i];Vector2 position = body.getPosition();float degrees = (float)Math.toDegrees(body.getAngle());drawSprite(name,position.x,position.y,degrees);}
// drawSprite("banana",0,0);
// drawSprite("cherries",5,5);
// Vector2 position = cherries.getPosition();
// float degrees = (float) Math.toDegrees(cherries.getAngle());
// drawSprite("cherries",position.x,position.y,degrees);batch.end();}@Overridepublic void resize(int width, int height) {//更新绘图比例viewport.update(width,height,true);batch.setProjectionMatrix(camera.combined);createGround();}@Overridepublic void dispose() {textureAtlas.dispose();sprites.clear();}//封装绘图方法private void drawSprite(String name,float x,float y,float degrees){
// Sprite sprite = textureAtlas.createSprite(name);Sprite sprite = sprites.get(name);sprite.setPosition(x,y);sprite.setRotation(degrees);sprite.setOrigin(0f,0f);sprite.draw(batch);}}
10.启动桌面端,即可看见水果落地
11.完整源码
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