Im new to android dev and using andengine and ive just come across a problem when dealing with a large animation that covers more then 1 sprite sheet. Basically I have a large sprite whose animation runs across 2 sprite sheets. Im trying to find a way to load them successfully. I will show you what I am trying and hopefully some one can either show me the correct way or help me finish it my way.
i start off by creating the 2 texture packs from the xml files.
these are created fine
TexturePackTextureRegionLibrary packer1 = null,packer2 = null;
TexturePack spritesheetTexturePack1 = null,spritesheetTexturePack2 = null;
try {
spritesheetTexturePack1 = new TexturePackLoader(activity.getTextureManager(), "Animation/Jack/")
.loadFromAsset(activity.getAssets(), "Jack_walk1" + ".xml");
spritesheetTexturePack1.loadTexture();
packer1 = spritesheetTexturePack1.getTexturePackTextureRegionLibrary();
} catch (final TexturePackParseException e) {
Debug.e(e);
}
TexturePackerTextureRegion textureRegion = packer1.get(Jack_walk1.LOOP_JACK_WALK_TO_SAFE_AREA_00000_ID);
try {
spritesheetTexturePack2 = new TexturePackLoader(activity.getTextureManager(), "Animation/Jack/")
.loadFromAsset(activity.getAssets(), "Jack_walk2" + ".xml");
spritesheetTexturePack2.loadTexture();
packer2 = spritesheetTexturePack2.getTexturePackTextureRegionLibrary();
} catch (final TexturePackParseException e) {
Debug.e(e);
}
TexturePackerTextureRegion textureRegion2 = packer2.get(Jack_walk1.LOOP_JACK_WALK_TO_SAFE_AREA_00000_ID);
ArrayList<SparseArray> animList = new ArrayList<SparseArray>();
animList.add(packer1.getIDMapping());
animList.add(packer2.getIDMapping());
TiledTextureRegion text1 = TiledTextureRegion.create(textureRegion.getTexture(), (int) textureRegion.getTextureX(), (int) textureRegion.getTextureY(), animList);
I then added this function to the tiledtextureregion to take in a list of arrays that hold the frame information and step through adding them to the itexturregion array
public static TiledTextureRegion create(final ITexture pTexture, final int pTextureX, final int pTextureY, final ArrayList<SparseArray> animList) {
ITextureRegion[] textureRegions = null;
int maxFrame = 0;
for(int i = 0; i < animList.size(); i++){
maxFrame += animList.get(i).size();
}
int currentFrame = 0;
textureRegions = new ITextureRegion[maxFrame];
for(int i = 0 ; i < animList.size(); i++){
SparseArray<? extends ITexturePackTextureRegion> packer = animList.get(i);
for(int j = 0; j < packer.size(); j++) {
if (packer.valueAt(j)!= null){
final int x = (int) packer.valueAt(j).getTextureX();
final int y = (int) packer.valueAt(j).getTextureY();
final int width = packer.valueAt(j).getSourceWidth();
final int height = packer.valueAt(j).getSourceHeight();
final Boolean rotated = packer.valueAt(j).isRotated();
textureRegions[currentFrame] = new TextureRegion(pTexture, x, y, width, height, rotated);
currentFrame++;
}
}
}
return new TiledTextureRegion(pTexture, false, textureRegions);
}
but the line return new TiledTextureRegion(pTexture, false, textureRegions); is expecting 1 texture do retrieve the frames from when creating the tiled region. Any ideas where i should go from here or is there a super easy way to handle this that i have over looked. Thanks for any help
This class is designed to work with a single texture.
If you cannot merge your textures into one (which I think is the case), then you can try to write a new class implementing ITextureRegion that will contain 2 or more TiledTextureRegion objects, and which will have a method to select one of these at will.
You will just have to delegate the remaining methods of ITextureRegion to the selected object.