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如何使用 TextureAtlas 代替 TextureRegion 進行動畫處理? - libgdx

[英]How to use TextureAtlas for animation instead of TextureRegion? - libgdx

我一直在試圖找出用使用 TextureAtlas 而不是將紋理分成不同區域的東西替換此代碼的最佳方法。 使用它會更容易嗎?

 private void loadAllAnimations(){
    // Walking animation
    Texture texture = Utility.getTextureAsset(characterSpritePath); // Gets default.png
    TextureAtlas atlas = Utility.getAtlas(characterAtlasPath); Gets default.atlas
    TextureRegion[][] textureFrames = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT);
    walkDownFrames = new Array<TextureRegion>(3);
    walkLeftFrames = new Array<TextureRegion>(3);
    walkRightFrames = new Array<TextureRegion>(3);
    walkUpFrames = new Array<TextureRegion>(3);

    for (int i = 0; i < 4; i++){
        for (int j = 0; j < 3; j++){
            TextureRegion region = textureFrames[i][j];
            if (region == null){
                Gdx.app.debug(TAG, "Got null animation frame " + i + "," + j);
            }
            switch (i){
                case 0:
                    walkDownFrames.insert(j, region);
                    break;
                case 1:
                    walkLeftFrames.insert(j, region);
                    break;
                case 2:
                    walkRightFrames.insert(j, region);
                    break;
                case 3:
                    walkUpFrames.insert(j, region);
                    break;
            }
        }
    }

    walkDownAnimation = new Animation<>(0.25f, walkDownFrames, Animation.PlayMode.LOOP);
    walkLeftAnimation = new Animation<>(0.25f, walkDownFrames, Animation.PlayMode.LOOP);
    walkRightAnimation = new Animation<>(0.25f, walkRightFrames, Animation.PlayMode.LOOP);
    walkUpAnimation = new Animation<>(0.25f, walkUpFrames, Animation.PlayMode.LOOP);
}

這是地圖集和圖像

圖集:

DefaultDood.png
size: 512,64
format: RGBA8888
filter: Nearest,Nearest
repeat: none
DefaltManBack
  rotate: false
  xy: 342, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManBackWalkin1
  rotate: false
  xy: 138, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManBackWalkin2
  rotate: false
  xy: 36, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManForwardWalkin1
  rotate: false
  xy: 2, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManForwardWalkin2
  rotate: false
  xy: 206, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManFront
  rotate: false
  xy: 376, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManLeftStill
  rotate: false
  xy: 240, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManLeftWalkin1
  rotate: false
  xy: 70, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManLeftWalkin2
  rotate: false
  xy: 274, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManRightWalkin1
  rotate: false
  xy: 308, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManRightWalkin2
  rotate: false
  xy: 172, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1
DefaltManSideRightStill
  rotate: false
  xy: 104, 2
  size: 32, 32
  orig: 32, 32
  offset: 0, 0
  index: -1

精靈表:圖像

如果有什么我搞砸了或很容易解決的問題,我會喜歡的。 (我也在使用 Mastering LibGDX Game Development 一書來指導如何做)。 謝謝!

在原始紋理圖像文件中,在幀號前加上下划線。 例如

  • DefaltManBackWalkin_1.png
  • DefaltManBackWalkin_2.png
  • DefaltManBackWalkin_3.png
  • DefaltManBackWalkin_4.png
  • 等等。

然后你可以從地圖集中獲取整個列表作為一個數組傳遞給你的動畫構造函數:

Animation<TextureRegion> defaultManBackWalkinAnimation =
    Animation<>(0.25f, textureAtlas.findRegions("DefaltManBackWalkin"));

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