使用单个精灵动画精灵 sheet

Animating sprites using single sprite sheet

我之前通过为每个状态设置一个单独的 .png 和一个 textureAtlas 文件来为 sprite (standing/walking/jumping) 的不同状态设置动画。它工作正常。现在我将这些单独的工作表组合成一个 png 并生成了一个 .pack 文件。现在我可以按区域访问这些状态,但它们不再具有动画效果?只绘制每个状态的第一个精灵,而不是整个动画。

package com.mygdx.game;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;

public class MyGdxGame extends ApplicationAdapter implements InputProcessor {
    private SpriteBatch batch;
    private TextureAtlas textureAtlas;
    private TextureAtlas textureAtlas2;
    private Animation animation;
    private Animation animation2;
    private Animation currentAnimation;
    private float elapsedTime = 0;

    @Override
    public void create() {
        batch = new SpriteBatch();
        textureAtlas = new TextureAtlas(Gdx.files.internal("Wolverine.txt"));
        animation = new Animation(1/7f, textureAtlas.findRegion("Standing"));
        animation2 = new Animation(1/7f, textureAtlas.findRegion("Walking"));
        currentAnimation = animation;

        Gdx.input.setInputProcessor(this);
    }

    @Override
    public void dispose() {
        batch.dispose();
        textureAtlas.dispose();
    }

    @Override
    public void render() {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        batch.begin();
        //sprite.draw(batch);
        elapsedTime += Gdx.graphics.getDeltaTime();
        batch.draw(currentAnimation.getKeyFrame(elapsedTime, true), 0, 0);
        batch.end();
    }

    @Override
    public void resize(int width, int height) {
    }

    @Override
    public void pause() {
    }

    @Override
    public void resume() {
    }

    @Override
    public boolean keyDown(int keycode) {
        if (keycode == Input.Keys.LEFT) {
            currentAnimation = animation2;
        }
            return true;

    }

    @Override
    public boolean keyUp(int keycode) {
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        return false;
    }
}

这是我在 spritesheet 中使用的数据文件

Wolverine.png
size: 256, 256
format: RGBA8888
filter: Linear,Linear
repeat: none
Standing
  rotate: false
  xy: 0, 0
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 1
Standing
  rotate: false
  xy: 64, 0
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 2
Standing
  rotate: false
  xy: 128, 0
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 3
Walking
  rotate: false
  xy: 192, 0
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 1
Walking
  rotate: false
  xy: 0, 64
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 2
Walking
  rotate: false
  xy: 64, 64
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 3
Walking
  rotate: false
  xy: 128, 64
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 4
Walking
  rotate: false
  xy: 192, 64
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 5
Walking
  rotate: false
  xy: 0, 128
  size: 64, 64
  orig: 64, 64
  offset: 0, 0
  index: 6

问题是您只向 Animation 构造函数提供了一个动画帧。准确地说,您正在使用此构造函数:

    public Animation(float frameDuration, TextureRegion... keyFrames)

只有一帧。您需要将要包含在动画中的所有帧传递给 Animation

在你的 textureAtlas 中,所有 StandingWalking 精灵都被命名为 StandingWalking 实际上他们应该被命名为例如

    Standing0
    Standing1
    Standing2
    ...

    Walking0
    Walking1
    Walking2
    Walking3
    ...

他们在动画中的顺序。像这样重命名你的动画文件,然后将它们打包到纹理图集或作为热修复,你可以在你的 .pack 文件中重命名它们。

然后你可以使用

    public Array<TextureAtlas.AtlasRegion> findRegions(java.lang.String name)

方法获取所有Standing/Walking like帧以将它们传递给动画所以:

    textureAtlas.findRegions("Standing")