在AndEngine装载SVG [英] loading SVG in AndEngine

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本文介绍了在AndEngine装载SVG的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

是任何人都熟悉AndEngine和加载SVG的?

现在我试图加载一个场景中的背景,它不都出现某种原因..

下面是个code我使用加载SVG并将其连接到现场。

  //在我onLoadResources方法
     this.mBuildableTexture =新BuildableBitmapTexture(1024,1024 TextureOptions.BILINEAR_ preMULTIPLYALPHA);
         SVGTextureRegionFactory.setAssetBasePath(GFX /);
          this.mSVGTestTextureRegions = SVGTextureRegionFactory.createFromAsset(this.mBuildableTexture,对此,background.svg,16,16);// OnLoadScene方法最后BaseTextureRegion baseTextureRegion = this.mSVGTestTextureRegions;
             如果(baseTextureRegion的instanceof TextureRegion){
             最后TextureRegion地区=(TextureRegion)baseTextureRegion;             最终浮动的centerX = this.mCamera.getWidth()/ 2;
             最终浮动centerY = this.mCamera.getHeight()/ 2;             最终浮动X =的centerX - SIZE * 0.5F;
             最终浮动Y = centerY - SIZE * 0.5F;             精灵backgroundSprite =新精灵(X,Y,大小,尺寸,大区);
                     / *保护无效onInitDraw(最终GL10 PGL)
                        {
                           super.onInitDraw(PGL);
                           GLHelper.enableTextures(PGL);
                           GLHelper.enableTexCoordArray(PGL);
                           GLHelper.enableDither(PGL);
                        }
             }; * /            mScene.setBackground(新SpriteBackground(0.0,0.0,0.0,backgroundSprite));
             backgroundSprite.setIgnoreUpdate(真);
             }


解决方案

您,包括您的code以下语句loadResources:

  {尝试
        this.mBuildableTexture.build(新BlackPawnTextureBuilder&下; IBitmapTextureAtlasSource,BitmapTextureAtlas>(1));
    }赶上(最终TextureAtlasSourcePackingException E){
        Debug.e(E);
    }    。this.mEngine.getTextureManager()loadTexture(this.mBuildableTexture);

Is anyone familiar with AndEngine and loading svg's?

Right now i am trying to load a background for a scene and it doesnt appear at all for some reason..

Here is th code i am using to load the SVG and attach it to the scene.

//In my onLoadResources method
     this.mBuildableTexture = new BuildableBitmapTexture(1024, 1024, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
         SVGTextureRegionFactory.setAssetBasePath("gfx/");
          this.mSVGTestTextureRegions = SVGTextureRegionFactory.createFromAsset(this.mBuildableTexture, this, "background.svg", 16, 16);

//OnLoadScene method

final BaseTextureRegion baseTextureRegion = this.mSVGTestTextureRegions;
             if(baseTextureRegion instanceof TextureRegion) {
             final TextureRegion Region = (TextureRegion)baseTextureRegion;

             final float centerX = this.mCamera.getWidth() / 2;
             final float centerY = this.mCamera.getHeight() / 2;

             final float x = centerX - SIZE * 0.5f;
             final float y = centerY - SIZE * 0.5f;

             Sprite backgroundSprite = new Sprite(x,y,SIZE,SIZE,Region);
                     /*protected void onInitDraw(final GL10 pGL)
                        {
                           super.onInitDraw(pGL);
                           GLHelper.enableTextures(pGL);
                           GLHelper.enableTexCoordArray(pGL);
                           GLHelper.enableDither(pGL);
                        }
             };*/

            mScene.setBackground(new SpriteBackground(0.0f,0.0f,0.0f,backgroundSprite));
             backgroundSprite.setIgnoreUpdate(true);
             }

解决方案

Are you including the following statements in your code in loadResources:

    try {
        this.mBuildableTexture.build(new BlackPawnTextureBuilder<IBitmapTextureAtlasSource, BitmapTextureAtlas>(1));
    } catch (final TextureAtlasSourcePackingException e) {
        Debug.e(e);
    }

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

这篇关于在AndEngine装载SVG的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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