如何将TextureAlas用于动画而不是textureregion?-libgdx公司

avkwfej4  于 2021-07-06  发布在  Java
关注(0)|答案(1)|浏览(327)

我一直在尝试找出最好的方法,用一些使用textureatlas的东西来替换这段代码,而不是将纹理分割成不同的区域。使用它会更容易吗?

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);
}

这是Map册和图片
Map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

精灵表:图像
如果有什么事情我搞砸了或者很容易解决,我会喜欢的(我还使用了精通libgdx游戏开发的书来指导做什么)。谢谢您!

oaxa6hgo

oaxa6hgo1#

在原始纹理图像文件中,在帧编号前加下划线。例如
defaltmanbackalkin\ u 1.png文件
defaltmanbackalkin\ u 2.png文件
defaltmanbackalkin\ u 3.png文件
defaltmanbackalkin_4.png文件
等。
然后可以从atlas中获取整个列表作为数组传递给动画构造函数:

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

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