创建一个随机,正弦曲线一样的风景精灵正弦曲线、创建一个、精灵、风景

2023-09-08 08:50:29 作者:你那么骄傲╮

可以说我有这个精灵:

和我在运行时创建一个随机的风景:

And I created a random landscape during runtime:

然后,我想下面的瓷砖与精灵行的区域:

And then, I want to tile the area below the line with the sprite:

这是本场比赛地,因此,也应该是一个物理对象(在Box2D的)的。

这里,他给出了如何使这是一个物理的身体样本。那么,我该怎么办显卡部分在code?

Here, he given a sample of how to make this a physics body. So, how do I do the graphics part in code?

编辑:寻找在AndEngine例子,文件 RepeatingSpriteBackgroundExample.java ,这不正是我需要的,但我要坚持这个想法,并修改 RepeatingSpriteBackground类我的需求?我不认为这是最好的方法,但是...

Looking in the AndEngine examples, file RepeatingSpriteBackgroundExample.java, it's not exactly what I need but should I stick to this idea and change the RepeatingSpriteBackground class for my needs? I don't think that would be the best method however...

在此先感谢。

推荐答案

我真的不知道Box2D的或AndEngine,但我认为这是一个有趣的问题,并提出了自定义的SurfaceView,可以得出一个随机地形像一个在你的照片。 (希望这将是使用你或其他人,至少我学到了一些新的东西:P)的 单色的地形: 瓷砖背景地形: 该铺位图:

I don't really know about Box2D or AndEngine, but I thought this was an interesting problem and made a custom SurfaceView that can draw a random "terrain" like the one in your picture. (Hopefully it will be of use to you or someone else, at least I learnt some new stuff :p) Single colour terrain: Tiled background-terrain: The tiled bitmap:

我的code是如下:

public class PathView extends SurfaceView implements SurfaceHolder.Callback{
private class DrawingRunnable implements Runnable{
    private final static int minPointsOnScreen = 3;
    SurfaceHolder surfaceHolder;
    Random rand = new Random();

    private Path path;
    private Paint pathPaint;
    Bitmap background;
    private Paint tilePaint;        

    volatile boolean running = false;

    int width;
    int height;
    int maxHeight;

    protected DrawingRunnable(SurfaceHolder sh){
        surfaceHolder = sh;

        pathPaint = new Paint();
        pathPaint.setColor(0xFF000000);
        pathPaint.setStrokeWidth(4);

        tilePaint = new Paint();
    }

    protected void createPath(){
        path = new Path();
        path.setFillType(Path.FillType.WINDING);

        path.setLastPoint(0, height);
        int lastX = 0, lastY = height - rand.nextInt(maxHeight);
        path.lineTo(lastX,lastY);

        int newX=lastX, newY=lastY;

        do{ 
            lastX = newX; lastY = newY;
            newX += rand.nextInt(width/minPointsOnScreen);
            newY = height - rand.nextInt(maxHeight);
            path.cubicTo(
                    interpolateLinear(lastX, newX, 0.333f),
                    lastY,
                    interpolateLinear(lastX, newX, 0.666f),
                    newY,
                    newX, newY);
        }while(newX <= width);

        path.lineTo(width, height);
    }

    private int interpolateLinear(int start, int end, float part){
        return (int) (start*(1-part) + end*part);
    }

    @Override
    public void run(){
        while(running){
            Canvas c = null;
            try{
                c = surfaceHolder.lockCanvas(null);
                synchronized (surfaceHolder) { 
                    doDraw(c); 
                }
            } finally{ if(c!=null) surfaceHolder.unlockCanvasAndPost(c); }
            SystemClock.sleep(40);
        }
    }

    private void doDraw(Canvas c){
        c.drawColor(0xFFFFFFFF);
        //c.drawPath(path, pathPaint); //Use this to draw a single-colour. (First screenshot)
        c.clipPath(path);
        for(int y = 0; y+background.getHeight() < height+background.getHeight(); y+=background.getHeight()){
            for(int x = 0; x+background.getWidth() < width+background.getWidth(); x+=background.getWidth()){
                c.drawBitmap(background, x, y, tilePaint);
            }
        }
    }
}

private ExecutorService exec;
private SurfaceHolder holder;
private DrawingRunnable drawer;

public PathView(Context c){ super(c); init(c); }
public PathView(Context c, AttributeSet as){ super(c, as); init(c); }
public PathView(Context c, AttributeSet as, int defStyle){ super(c, as, defStyle); init(c); }

private void init(Context c){
    exec = Executors.newSingleThreadExecutor();
    holder = getHolder();
    holder.addCallback(this);
}

public void surfaceCreated(SurfaceHolder sh){
    if( drawer == null ){
        drawer = new DrawingRunnable(holder);
        drawer.width = getWidth();
        drawer.height = getHeight();
        drawer.maxHeight = drawer.height/2;
        drawer.createPath();
        drawer.background = BitmapFactory.decodeResource(getResources(), R.drawable.tile);
    }
    drawer.running = true;
    exec.execute(drawer);
}
public void surfaceDestroyed(SurfaceHolder sh){
    drawer.running = false;
}
public void surfaceChanged(SurfaceHolder sh, int format, int width, int height){}
}

如果这是任何帮助你,你可能必须与参数周围玩适合您的需求来获得的形状,最有可能的点等之间的最小距离添加一个参数 这也是一个不错的主意,优化了背景位的图,像从下制定地形的最大高度,以尽量减少绘图看不见的地方。我也应该尽可能地降低呼叫的量的getHeight()和的getWidth()。

If this is of any help to you you'll probably have to play around with the parameters to get shapes that suits your needs and most likely add a parameter for minimum distance between points etc. It is also a good idea to optimize the drawing of the background a bit, like drawing from the bottom up to the maximum height of the terrain, to minimize drawing to invisible areas. I should also be possible to reduce the amount of calls to getHeight() and getWidth().

干杯!