編輯:關於Android編程
package org.cocos2d.tests; import java.util.Iterator; import org.cocos2d.actions.UpdateCallback; import org.cocos2d.config.ccMacros; import org.cocos2d.events.CCTouchDispatcher; import org.cocos2d.layers.CCLayer; import org.cocos2d.layers.CCScene; import org.cocos2d.nodes.CCDirector; import org.cocos2d.nodes.CCLabel; import org.cocos2d.nodes.CCSprite; import org.cocos2d.nodes.CCSpriteSheet; import org.cocos2d.opengl.CCGLSurfaceView; import org.cocos2d.types.CGPoint; import org.cocos2d.types.CGRect; import org.cocos2d.types.CGSize; import org.cocos2d.types.ccColor3B; import android.app.Activity; import android.os.Bundle; import android.view.MotionEvent; import android.view.Window; import android.view.WindowManager; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.EdgeShape; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; /** * A test that demonstrates basic JBox2D integration by using AtlasSprites connected to physics bodies. * <br/> * <br/> * This implementation is based on the original Box2DTest (from cocos2d-iphone) but using the JBox2D * library and adjusting for differences with the new API as well as some differences in sensitivity * (and such) that were observed when testing on the Android platform. * * @author Ray Cardillo */ // Box2dTest, there is a downloadable demo here: // http://code.google.com/p/cocos2d-android-1/downloads/detail?name=cocos2d%20%20and%20jbox2d.3gp&can=2&q=#makechanges // public class Box2dTest extends Activity {//物理盒子系統 // private static final String LOG_TAG = JBox2DTest.class.getSimpleName(); static { System.loadLibrary("gdx");//加載一個gdx庫 } private CCGLSurfaceView mGLSurfaceView;//創建一個view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE);//無標題 getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);//全屏 getWindow().setFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON, WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);//不黑屏 mGLSurfaceView = new CCGLSurfaceView(this);//生成view,並關聯上下文到導演 CCDirector director = CCDirector.sharedDirector();//生成得到導演(唯一) director.attachInView(mGLSurfaceView);//把view交給導演的list director.setDeviceOrientation(CCDirector.kCCDeviceOrientationLandscapeLeft);//橫屏 setContentView(mGLSurfaceView);//把view映射刀屏幕 // show FPS CCDirector.sharedDirector().setDisplayFPS(true);//顯示幀頻率 // frames per second CCDirector.sharedDirector().setAnimationInterval(1.0f / 60.0f);//幀速 CCScene scene = CCScene.node();//得到一個場景 scene.addChild(new Box2DTestLayer());//把一個box的圖層添加到場景裡 // Make the Scene active CCDirector.sharedDirector().runWithScene(scene);//讓導演運行這個場景,運行到剛才的view中 } @Override public void onStart() {//開始方法 super.onStart(); } @Override public void onPause() {//暫停方法 super.onPause(); CCDirector.sharedDirector().onPause(); } @Override public void onResume() { super.onResume(); CCDirector.sharedDirector().onResume(); } @Override public void onDestroy() {//銷毀方法 super.onDestroy(); CCDirector.sharedDirector().end(); //CCTextureCache.sharedTextureCache().removeAllTextures(); } // // Demo of calling integrating Box2D physics engine with cocos2d sprites // a cocos2d example // http://code.google.com/p/cocos2d-iphone // // by Steve Oldmeadow // static class Box2DTestLayer extends CCLayer {//以下是這個方法生成的方法 public static final int kTagTileMap = 1; public static final int kTagSpriteManager = 1; public static final int kTagAnimation1 = 1; // Pixel to meters ratio. Box2D uses meters as the unit for measurement. // This ratio defines how many pixels correspond to 1 Box2D "meter" // Box2D is optimized for objects of 1x1 meter therefore it makes sense // to define the ratio so that your most common object type is 1x1 meter. protected static final float PTM_RATIO = 32.0f; // Simulation space should be larger than window per Box2D recommendation. protected static final float BUFFER = 1.0f; //FPS for the PhysicsWorld to sync to protected static final float FPS = (float)CCDirector.sharedDirector().getAnimationInterval();//得到整個動畫的幀頻率 private static float rdelta = 0; protected final World bxWorld;//生成一個世界的引用.. public Box2DTestLayer() {//構造方法 super(); this.setIsTouchEnabled(true);//可以點擊 this.setIsAccelerometerEnabled(true);//啟用設置加速,加速控制器可以啟動 CGSize s = CCDirector.sharedDirector().winSize();//得到屏幕的大小引用 // Define the gravity vector. Vector2 gravity = new Vector2(9.8f, -9.8f);//定義一個二維向量 float scaledWidth = s.width/PTM_RATIO;//縮放寬 float scaledHeight = s.height/PTM_RATIO;//縮放高 // Vector2 lower = new Vector2(-BUFFER, -BUFFER);//更小 // Vector2 upper = new Vector2(scaledWidth+BUFFER, scaledHeight+BUFFER);//更大 bxWorld = new World(gravity, true);//新建並設置這個世界的重力向量 bxWorld.setContinuousPhysics(true);//連續物理可用 // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef();//定義地面身體 bxGroundBodyDef.position.set(0.0f, 0.0f);//身體的位置 // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. Body groundBody = bxWorld.createBody(bxGroundBodyDef);//將身體添加到世界 // Define the ground box shape. EdgeShape groundBox = new EdgeShape();//定義一個形狀 Vector2 bottomLeft = new Vector2(0f,0f);//定義4個2維向量 Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.set( bottomLeft, bottomRight );//設置一條線 groundBody.createFixture(groundBox,0);//把這條線作為物理盒子的邊界 // top groundBox.set( topLeft, topRight );//同理 groundBody.createFixture(groundBox,0); // left groundBox.set( topLeft, bottomLeft ); groundBody.createFixture(groundBox,0); // right groundBox.set( topRight, bottomRight ); groundBody.createFixture(groundBox,0); //Set up sprite CCSpriteSheet mgr = CCSpriteSheet.spriteSheet("blocks.png", 150); //建立一個圖像表單,用來拆分出小塊 addChild(mgr, 0, kTagSpriteManager);//表單添加進去,順序0,把標簽號定為1 addNewSpriteWithCoords(CGPoint.ccp(s.width / 2.0f, s.height / 2.0f)); //上面是一個方法下面解釋 CCLabel label = CCLabel.makeLabel("Tap screen", "DroidSans", 32);//創建一個標記 label.setPosition(CGPoint.make(s.width / 2f, s.height - 50f));//設置坐標 label.setColor(new ccColor3B(0, 0, 255));//設置顏色 addChild(label); } private UpdateCallback tickCallback = new UpdateCallback() {//創建一個時間返回 @Override public void update(float d) {//時間更新 tick(d); } }; @Override public void onEnter() { super.onEnter(); // start ticking (for physics simulation) schedule(tickCallback); } @Override public void onExit() { super.onExit(); // stop ticking (for physics simulation) unschedule(tickCallback); } private void addNewSpriteWithCoords(CGPoint pos) { CCSpriteSheet sheet = (CCSpriteSheet) getChildByTag(kTagSpriteManager);//得到一個表格 //We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is //just randomly picking one of the images int idx = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1);//定義一個隨機數。得到1/0 int idy = (ccMacros.CCRANDOM_0_1() > .5 ? 0:1); // CCSprite sprite = CCSprite.sprite("blocks.png", CGRect.make(32 * idx,32 * idy,32,32));//生成一個精靈。用那個圖片,截取公式位置的圖像 // this.addChild(sprite);//添加精靈 CCSprite sprite = CCSprite.sprite(sheet, CGRect.make(32 * idx,32 * idy,32,32));//生成精靈,用剛才的那個圖集,截取某塊 sheet.addChild(sprite);//添加子類 sprite.setPosition(pos); //設置點 // Define the dynamic body. //Set up a 1m squared box in the physics world BodyDef bodyDef = new BodyDef();//新建一個剛體 bodyDef.type = BodyType.DynamicBody;//設置為類型3動態剛體 bodyDef.position.set(pos.x/PTM_RATIO, pos.y/PTM_RATIO);//設置身體位置 // Define another box shape for our dynamic body. PolygonShape dynamicBox = new PolygonShape();//新建多邊形 dynamicBox.setAsBox(.5f, .5f);//These are mid points for our 1m box //作為一個盒子時的頂點0.5,0.5 // dynamicBox.density = 1.0f; // dynamicBox.friction = 0.3f; synchronized (bxWorld) {//線程鎖 // Define the dynamic body fixture and set mass so it's dynamic. Body body = bxWorld.createBody(bodyDef);//在世界內創建這個剛體 body.setUserData(sprite);//使用這個數據精靈 FixtureDef fixtureDef = new FixtureDef();//固定的東西 fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f;//密度 fixtureDef.friction = 0.3f;//摩擦系數 body.createFixture(fixtureDef);//把這些固定參數給這個物體 } } public synchronized void tick(float delta) {//時間類 if ((rdelta += delta) < FPS) return;//計算得不用快過幀.. // It is recommended that a fixed time step is used with Box2D for stability // of the simulation, however, we are using a variable time step here. // You need to make an informed choice, the following URL is useful // http://gafferongames.com/game-physics/fix-your-timestep/ // Instruct the world to perform a simulation step. It is // generally best to keep the time step and iterations fixed. synchronized (bxWorld) { bxWorld.step(FPS, 8, 1);//計算的速度 } rdelta = 0;//累計時間 // Iterate over the bodies in the physics world Iterator<Body> it = bxWorld.getBodies();//新建迭代器得到世界的剛體集合 while(it.hasNext()) { Body b = it.next();//得到剛體 Object userData = b.getUserData();//剛體的數據 if (userData != null && userData instanceof CCSprite) { //如果數據不為空,且是個精靈的實例而 //Synchronize the Sprites position and rotation with the corresponding body final CCSprite sprite = (CCSprite)userData;//得到這個圖像 final Vector2 pos = b.getPosition();//得到這個剛體的點 sprite.setPosition(pos.x * PTM_RATIO, pos.y * PTM_RATIO); //設置點 sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle()));//設置弧度 } } } @Override public boolean ccTouchesBegan(MotionEvent event) {//觸屏事件 CGPoint location = CCDirector.sharedDirector() .convertToGL(CGPoint.make(event.getX(), event.getY()));//得到點 addNewSpriteWithCoords(location);//添加一個物品在那個點 return CCTouchDispatcher.kEventHandled;//返回數據 } static float prevX=0, prevY=0; Vector2 gravity = new Vector2();//定義2維數組 @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) {//當加速傳感器有感覺了 //#define kFilterFactor 0.05f float kFilterFactor = 1.0f; // don't use filter. the code is here just as an example float accX = (float) accelX * kFilterFactor + (1- kFilterFactor)* prevX;//x方向 float accY = (float) accelY * kFilterFactor + (1- kFilterFactor)* prevY;//y方向 prevX = accX; prevY = accY; // no filtering being done in this demo (just magnify the gravity a bit) gravity.set( accY * 9.8f, accX * -9.8f );//得到重力的向量 bxWorld.setGravity( gravity ); //給世界設置重力向量 } } }
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