android和Engine png图像闪烁

android和Engine png图像闪烁,android,png,andengine,Android,Png,Andengine,我是andengine游戏开发的新手,我在场景中添加了一个png图像,它显示在应用程序中,但它在闪烁我不知道为什么,请帮助我,提前谢谢 这是我的密码: public static final int WIDTH = 800; public static final int HEIGHT = 480; private static final int DEFAULT_IMAGE_ROTATION = 90; private Scene mScene; private Camera mCamer

我是andengine游戏开发的新手,我在场景中添加了一个png图像,它显示在应用程序中,但它在闪烁我不知道为什么,请帮助我,提前谢谢

这是我的密码:

public static final int WIDTH = 800;
public static final int HEIGHT = 480;

private static final int DEFAULT_IMAGE_ROTATION = 90;

private Scene mScene;
private Camera mCamera;

private Sprite mArrowSprite;
private Sprite mMarbleSprite;

private ITextureRegion mArrowTextureRegion;
private ITextureRegion mMarbleTextureRegion;
BitmapTextureAtlas playerTexture;


@Override
public EngineOptions onCreateEngineOptions() 
{
    // TODO Auto-generated method stub

    mCamera = new Camera(0, 0, WIDTH, HEIGHT);

    final FixedStepEngine engine = new FixedStepEngine(new EngineOptions(true,
            ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(
                    WIDTH, HEIGHT), mCamera),60);

    //EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), mCamera);

    //engineOptions.getRenderOptions().setDithering(false);

    //return engineOptions;

    return engine.getEngineOptions();

}

@Override
public void onCreateResources(
        OnCreateResourcesCallback pOnCreateResourcesCallback)
        throws IOException 
        {
            // TODO Auto-generated method stub

            BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");

            BuildableBitmapTextureAtlas mBitmapTextureAtlas = new BuildableBitmapTextureAtlas(mEngine.getTextureManager(), 128, 128, TextureOptions.BILINEAR_PREMULTIPLYALPHA);



            mArrowTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBitmapTextureAtlas, this, "player.png");
            //mMarbleTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBitmapTextureAtlas, this, "marble.png");

            try 
            {
                mBitmapTextureAtlas.build(new BlackPawnTextureAtlasBuilder<IBitmapTextureAtlasSource, BitmapTextureAtlas>(0, 0, 1));
            } 
            catch (TextureAtlasBuilderException e) 
            {
                e.printStackTrace();
            }

            mBitmapTextureAtlas.load();

            this.mEngine.getTextureManager().loadTexture(mBitmapTextureAtlas);

            pOnCreateResourcesCallback.onCreateResourcesFinished();

        }

@Override
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
        throws IOException 
        {
            // TODO Auto-generated method stub

            mScene = new Scene();

            mScene.setOnSceneTouchListener(this);

        }

@Override
public void onPopulateScene(Scene pScene,
        OnPopulateSceneCallback pOnPopulateSceneCallback)
        throws IOException 
        {
            // TODO Auto-generated method stub

        }
公共静态最终整数宽度=800;
公共静态最终内部高度=480;
私有静态最终整数默认图像旋转=90;
私密场景;
私人摄像机麦卡梅拉;
私人雪碧玛洛斯普林特;
私人雪碧;
马里洛纹理区域私人信息网注册;
私有ITextureRegion mMarbleTextureRegion;
BitmapTextureAtlas playerTexture;
@凌驾
public EngineOptions onCreateEngineOptions()
{
//TODO自动生成的方法存根
mCamera=新相机(0,0,宽度,高度);
最终固定步骤发动机=新固定步骤发动机(新发动机选项(true,
ScreenOrientation.scape\u固定、新比率解决方案策略(
宽度、高度),mCamera),60);
//EngineOptions EngineOptions=新的EngineOptions(true,ScreenOrientation.scape\u已修复,新的FillResolutionPolicy(),mCamera);
//engineOptions.getRenderOptions().Set抖动(false);
//返回引擎选项;
return engine.getEngineOptions();
}
@凌驾
公共资源(
OnCreateResourcesCallback pOnCreateResourcesCallback)
抛出IOException
{
//TODO自动生成的方法存根
BitmapTextureLastTextureRegionFactory.setAssetBasePath(“gfx/”);
BuildableBitmapTextureAtlas mBitmapTextureAtlas=新的BuildableBitmapTextureAtlas(mEngine.getTextureManager(),128,128,TextureOptions.BILINEAR\u PREMULTIPLYALPHA);
mArrowTextureRegion=BitmapTextureAtlastTextureRegionFactory.createFromAsset(mbitmPtextureAtlas,此为“player.png”);
//mMarbleTextureRegion=BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBitmapTextureAtlas,此为“marble.png”);
尝试
{
mBitmapTextureAtlas.build(新的BlackPawnTextureAtlasBuilder(0,0,1));
} 
捕捉(纹理LasBuilderException e)
{
e、 printStackTrace();
}
mbitmaptexturetalas.load();
this.mEngine.getTextureManager().loadTexture(mBitmapTextureAtlas);
ponCreateResourcesScallback.onCreateResourcesFinished();
}
@凌驾
public void OnCreateSceneCallback(OnCreateSceneCallback-pOnCreateSceneCallback)
抛出IOException
{
//TODO自动生成的方法存根
mScene=新场景();
mScene.setOnSceneTouchListener(此);
}
@凌驾
在PopulateScene(场景pScene,
OnPopulateSceneCallback PopulateSceneCallback)
抛出IOException
{
//TODO自动生成的方法存根
}
}


我在谷歌上搜索并尝试了我找到的东西,但没有成功,直到你有效地调用了
mBitmapTextureAtlas.load()
两次。那可能是个问题

128x128
是否足够容纳
player.png


另外,闪烁也不是一个非常精确的问题描述=p

您没有包括将实体添加到场景中的代码部分。请定义“闪烁”。。。