Android 我的andengine项目中的黑屏
在AndEngine中创建我的第一个应用程序时,我得到的只是一个黑屏,而不是背景图像和播放按钮。。 这是密码 主要活动Android 我的andengine项目中的黑屏,android,andengine,Android,Andengine,在AndEngine中创建我的第一个应用程序时,我得到的只是一个黑屏,而不是背景图像和播放按钮。。 这是密码 主要活动 public class MainActivity extends BaseGameActivity { private BoundCamera camera; private float WIDTH = 800; private float HEIGHT = 480; @Override public Engine onCreateEngine(EngineOptions
public class MainActivity extends BaseGameActivity {
private BoundCamera camera;
private float WIDTH = 800;
private float HEIGHT = 480;
@Override
public Engine onCreateEngine(EngineOptions engineOptions){
return new LimitedFPSEngine(engineOptions,60);
}
@Override
public EngineOptions onCreateEngineOptions() {
camera = new BoundCamera(0,0,WIDTH,HEIGHT);
EngineOptions engineOptions = new
EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(),camera);
engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true);
return engineOptions;
}
@Override
public void onCreateResources(OnCreateResourcesCallback pOnCreateResourcesCallback) throws IOException {
}
@Override
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback) throws IOException {
}
@Override
public void onPopulateScene(Scene pScene, OnPopulateSceneCallback pOnPopulateSceneCallback) throws IOException {
}
}
BaseScene.java
public abstract class BaseScene extends Scene {
protected Engine engine;
protected Activity activity;
protected ResourceManager resourceManager;
protected VertexBufferObjectManager vbom;
protected Camera camera;
public BaseScene(){
this.resourceManager = ResourceManager.getInstance();
this.activity = resourceManager.activity;
this.engine = resourceManager.engine;
this.vbom = resourceManager.vbom;
this.camera = resourceManager.camera;
createScene();
}
public abstract void createScene();
public abstract void onBackKeyPressed();
public abstract SceneManager.SceneType getSceneType();
public abstract void disposeScene();
}
SceneManager.java
public class SceneManager {
private BaseScene mainMenu;
private BaseScene gameScene;
private BaseScene currentScene;
private static final SceneManager INSTANCE = new SceneManager();
private SceneType currentSceneType = SceneType.SCENE_MENU;
private Engine engine = ResourceManager.getInstance().engine;
public enum SceneType
{
SCENE_MENU,
SCENE_GAME
}
public void setScene(BaseScene scene){
engine.setScene(scene);
currentScene = scene;
currentSceneType = scene.getSceneType();
}
public static SceneManager getInstance(){
return INSTANCE;
}
public SceneType getSceneType(){
return currentSceneType;
}
}
我还有两门课:MainMenu和ResourceManager
哪里出错了?当纹理(图像)的大小大于bitMapTextureAtlus时,会出现黑屏。因此,请确保加载的bitMapTextureAtlus具有所需的大小。至少应在游戏活动中从超类实现4个回调方法
:您应该在其中指定游戏引擎的主要特征。(例如照相机、渲染选项、声音选项)onCreateEngineOptions
:游戏启动后,您应该在其中加载需要立即使用的纹理和声音onCreateResources
:您应该在其中实例化游戏的第一个场景。每当用户启动游戏时,引擎将显示此游戏onCreateScene
:实现此回调是可选的,取决于您的设计架构。但是,您应该调用给定的回调函数,让引擎继续运行onPopulateScene
pOnCreateSceneCallback
对象。在该方法中完成后,应调用此对象。你必须这样做,否则你的引擎会卡住,无法加载游戏
开始使用AndEngine