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HelloWorld -- Rokon Game Engine

로콘 게임 엔진 맛보기 1 탄
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public class MainActivity  extends RokonActivity {
	
    public static final float GAME_WIDTH = 480f;
    public static final float GAME_HEIGHT = 320f;

    private GameScene scene;

    public void onCreate() {
    	/**
    	 * Just tells rokon to go into debug mode (duh), 
    	 * what that means is that it will print out 
    	 * your current FPS and your own Debug.print() calls.
    	 */
        debugMode();
        /**
         * This basically forces the game to go into fullscreen 
         * and landscape mode (this is of course optional).
         * (note that you can also replace it with ‘forcePortrait()’)
         */
        forceFullscreen();
        forceLandscape(); // or forcePortrait() 
        /**
         * Here we set the size of the game screen, 
         * if it is smaller or larger than 
         * the actual device it is run on, 
         * it will scale up or down to match it.
         */
        setGameSize(GAME_WIDTH, GAME_HEIGHT);
        /**
         * This will make Rokon use VBO’s when drawing 
         * (if the device supports it).
         * This is good because drawing VBO's is 
         * faster than normal rendering.
         */
        setDrawPriority(DrawPriority.PRIORITY_VBO);
        /**
         * This will set Rokon to look for graphics 
         * in that folder (in this case 'assets/textures/').
         */
        setGraphicsPath("textures/");
        createEngine();
    }

    /**
     * ‘onLoadComplete()’ will be called 
     * when the engine has been successfully created.
     * So we’ll make it load all your textures 
     * with ‘Textures.load()’ and then setup your game scene:
     */
    public void onLoadComplete() {
        Textures.load();
        scene = new GameScene();
        setScene(scene);
    }

}

텍스처
public class Textures {
	/**
	 * TextureAtlas : 텍스처들의 관리자
	 * 
	 * This will create a new texture atlas, 
	 * this is basically just a holder for textures.
	 * 
	 * If you have many textures you might want to use more than 
	 * one atlas to not overload the hardware.
	 * 
	 * (note however that it’s recommended to use 
	 * only one atlas at a time, 
	 * therefore you shouldn’t use textures from 
	 * two different atlases in the same scene/map/whatever)

	 */
	public static TextureAtlas atlas;
	public static Texture background;
	public static void load() {
		// TODO Auto-generated method stub
		
		//TextureAtlas 
		atlas = new TextureAtlas();
		
		/**
		 * Here we’ll add the background texture to our atlas.
		 * (note that it’s recommended to add the textures 
		 * in order of size, ie add the biggest one first, 
		 * and the smallest one last)

		 */
		background = new Texture("background.png");
		atlas.insert( background );
		/**
		 * 
		 * This marks the atlas as complete, meaning that after you call this, 
		 * you cannot add any more textures to the atlas.

		 */
		atlas.complete();
	}

}

게임화면
public class GameScene extends Scene {
	
	private FixedBackground background;

	public GameScene() {
		super();
		// TODO Auto-generated constructor stub
		background = new FixedBackground(Textures.background);
		setBackground(background);
	}

	

	@Override
	public void onGameLoop() {
		// TODO Auto-generated method stub
		
		
	}

	@Override
	public void onPause() {
		// TODO Auto-generated method stub

	}

	@Override
	public void onReady() {
		// TODO Auto-generated method stub

	}

	@Override
	public void onResume() {
		// TODO Auto-generated method stub

	}

}

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