The Engine Document of JustWeEngine
JustWeEngine - Android FrameWork
An easy open source Android Native Game FrameWork.
Github

Game core graph

How To Import?
Import Engine as Library to use;
OR Import *.jar in "/jar";
OR use Gradle to build:
- Step 1. Add the JitPack repository to your build file
Add it in your root build.gradle at the end of repositories:
allprojects {
repositories {
...
maven { url "https://jitpack.io" }
}
}- Step 2. Add the dependency on
dependencies {
compile 'com.github.lfkdsk:JustWeEngine:v1.03'
}- Step 1. Add the JitPack repository to your build file
OR use Maven to build:
- Step 1. Add the JitPack repository to your build file
<repositories>
<repository>
<id>jitpack.io</id>
<url>https://jitpack.io</url>
</repository>
</repositories>- Step 2. Add the dependency
<dependency>
<groupId>com.github.lfkdsk</groupId>
<artifactId>JustWeEngine</artifactId>
<version>v1.03</version>
</dependency>
Engine come to V1.03
PlaneGame Demo:Demo
OtherTools:JustWeTools
Web Demo:JustWe-WebServer
Quick Start
- 1.Basic Function
- 2.Animation System
- 3.Object collision detection and death decision
- 4.Type of screen scan
- 5.Tools
- 6.Music System
Advanced Application
Extend Method
1.Basic Function
1.1Extend Engine Class:
This FrameWork's all screen use SurfaceView to draw, never use other Android views like Button or Layout, so you should new a class extent Engine class,
It will control game's flow path.I had note the function in the code.
public class Game extends Engine {
// Please init your var in constructor.
public Game() {
// If open debug mode. If you open debug mode, you can print log, frame number, and parse on screen.
super(true);
}
// load some UI parameters. And set screen direction, default background color, set screen's scan method.
@Override
public void init() {
// init UI default par, you must use at here . Some var in UIdefaultData for more phones should be init.
UIdefaultData.init(this);
}
// load sprite , background , picture and other BaseSub
@Override
public void load() {
}
// draw and update in a new Thread
// update message and sprite's msg
@Override
public void draw() {
}
@Override
public void update() {
}
// receive touch event , its function depend on screen's scan mode.
@Override
public void touch(MotionEvent event) {
}
// receive collision event , BaseSub is the father class of all the sprites and others.
// use to solve collision event default use rect collision.
@Override
public void collision(BaseSub baseSub) {
}
}
1.2Draw Text:
Use GamePrinter to draw text, in addition to some other methods to draw.
@Override
public void draw() {
Canvas canvas = getCanvas();
GameTextPrinter printer = new GameTextPrinter(canvas);
printer.drawText("Hello", 100, 100);
}
Picture:

1.3Draw Picture:
Please put your pic in asset.
GameTexture texture = new GameTexture(this);
texture.loadFromAsset("pic/logo.jpg")
texture.draw(canvas, 100, 100);
Picture:

And you can use loadFromAssetStripFrame to get a pic from a large picture.
/**
* get bitmap from a big bitmap
*
* @param filename
* @param x
* @param y
* @param width
* @param height
* @return
*/
public boolean loadFromAssetStripFrame(String filename,
int x, int y,
int width, int height)
Such as you can get a plane with this four par.


PicUtils have many functions to compress and solve Bitmap.
1.4Use Sprite:
If you want add a sprite , you can use BaseSprite or extend it , BaseSprite have lots of functions for animation, many of them should be used with animation system, I will introduce it later.
New a Sprite:
1.Simple init:
sprite = new BaseSprite(this);
2.Init with Frame Animation:
Init with Frame Animation need pic like this:

GameTexture texture = new GameTexture(this);
texture.loadFromAsset("pic/zombie.png");
// w,h,lines
sprite = new BaseSprite(this, 96, 96, 8);
sprite.setTexture(texture);
sprite.setPosition(100, 100);
sprite.setDipScale(100, 100);
// use FrameAnimation is important
sprite.addAnimation(new FrameAnimation(0, 63, 1));
addToSpriteGroup(sprite);
picture:

3.Init with Frame Animation(Pics from an large Bitmap):
// new an large Picture
GameTexture texture = new GameTexture(this);
texture.loadFromAsset("pic/shoot.png");
// Init width,height,and mode.
ship = new BaseSprite(this, 100, 124, FrameType.COMMON);
// set large pic
ship.setTexture(texture);
// get two frame in pic
ship.addRectFrame(0, 100, 100, 124);
ship.addRectFrame(167, 361, 100, 124);
ship.addAnimation(new FrameAnimation(0, 1, 1));
picture(two frames change quickly):

4.Some other important settings:
// set bitmap
ship.setTexture(texture);
// get Frame from bitmap
ship.addRectFrame(0, 100, 100, 124);
// set position
ship.setPosition(x, y);
// set w,h with dp(Can scale)
ship.setDipScale(96, 96);
// set position with dp(Can scale)
ship.setDipPosition(x, y);
// set alpha transparency value
ship.setAlpha(...);
// add Sprite to Group. Only use this Function your sprite can draw automatically.
addToSpriteGroup(ship);
...
1.5Use Button:
If you want to use Button, you can extent the BaseButton, and also you can straightly use TextureButton and TextButton.
Button's API is like Android's, you can set onClick with this interface:
button.setOnClickListener(new OnClickListener() {
@Override
public void onClick() {
Log.e("button", "onClick");
}
});
1.TextureButton:
TextureButton button;
// Init and set Button's Name.
button = new TextureButton(this, "logo");
texture = new GameTexture(this);
texture.loadFromAsset("pic/logo.jpg");
// Add pic
button.setTexture(texture);
// button's interface
button.setOnClickListener(new OnClickListener() {
@Override
public void onClick() {
Log.e("button", "onClick");
}
});
button.setPosition(200, 300);
button.setDipScale(100, 150);
// add to button group to draw and update
addToButtonGroup(button);
picture:

Combined with PicUtil in a variety of Bitmap processing methods can be easy to make a variety of styles of Button:

2.TextButton:
TextButton button;
button = new TextButton(this, "logo");
button.setText("刘丰恺");
addToButtonGroup(button);
// other functions in code.
...
picture:

2.Animation System
Now Animation System, you can use Some Animations extent BaseAnimation, and you can also extent BaseAnim by yourself.
2.1Animation Bind on BaseSub
AnimType save the type of Animations.
| Animation | method | function |
|---|---|---|
| AliveAnimation | adjustAlive(boolean ori) | If sprite is alive |
| AlphaAnimation | adjustAlpha(int ori) | change sub's alpha |
| CircleMoveAnimation | adjustPosition(Float2 ori) | circle run with a point |
| FenceAnimation | adjustPosition(Float2 ori) | limit Sub in screen |
| FrameAnimation | adjustFrame(int ori) | Frame Animation |
| MoveAnimation | adjustPosition(Float2 ori) | Move |
| SpinAnimation | adjustRotation(float ori) | Spin |
| ThrobAnimation | adjustScale(Float2 ori) | Throb |
| VelocityAnimation | adjustPosition/adjustAlive | Velocity for one direction |
| WrapMoveAnimation | adjustPosition(Float2 ori) | move to another corner of screen |
| ZoomAnimation | adjustScale(Float2 ori) | zoom Sprite |
| more | ... | ... |
ListAnimation:Animation can loop work automatically;
FixedAnimation:Animation can work by call its name.
Such as Frame Animation is a ListAnimation.And follow the plane coming in is a FixAnimation.
ship.addfixedAnimation("start",
new MoveAnimation(UIdefaultData.centerInHorizontalX - ship.getWidthWithScale() / 2,
UIdefaultData.screenHeight - 2 * ship.getHeightWidthScale(), new Float2(10, 10)));
picture:

2.2Animation Bind on Button
BaseButtonAnimation is Animation for button ,which extent BaseAnim.
| Animation | method | function |
|---|---|---|
| ZoomCenterButtonAnim | adjustButtonRect(Rect ori,boolean touchType) | click zoom |
| ColorAnimation | adjustButtonBackGround(int ori,boolean type) | TextButton click change color |
| more | ... | ... |
set ZoomCenterButtonAnim for BUtton:
// set zoom in center
button.setZoomCenter(true);
// three par, The initial value / value / amplification frames
button.setAnimation(new ZoomCenterButtonAnim(10, 30, 3));
picture:

set ColorAnimation for Button:
// init color / click color
button.setAnimation(
new ColorAnimation(UIdefaultData.colorAccent,
UIdefaultData.colorPressed));
picture:

3.Object collision detection and death decision:
Use ID and Name,we can make Sprites in different groups and have their own name,Engine core class will check different group.
final int SHIP = 0;
ship.setName("SHIP");
ship.setIdentifier(SHIP);
If you use addToSpriteGroup(sprite) for a sprite, it will find collision automatically, and callback event at here.
@Override
public void collision(BaseSub baseSub) {
// get Sub collide with It.
BaseSprite other = (BaseSprite) baseSub.getOffender();
// get Group Name
if (baseSub.getIdentifier() == BULLET &&
other.getIdentifier() == ENEMY) {
// set dead
other.setAlive(false);
// recycle or auto
removeFromSpriteGroup(other);
addToRecycleGroup(other);
}
}
You can use getOffender() get Sub collide with It,and use getIdentifier() get Group, then solve them.
If you open Debug mode , you can see the collided line.
picture:

4.Type of screen scan
It's used to give priority to the response of the screen, click, Button, and multi touch, and placed in different situations can optimize the screen refresh.
// find single touch
SINGLE,
// find click button
BUTTON,
// find more than one touch
FULL,
// find single touch and click button
SINGLE_BUTTON
set It like this:
super.setTouchMode(TouchMode.BUTTON);
5.Tools
NetUtilsNetToolsPicUtilsPicture ToolsServiceUtilsService ToolsImageHelperImage ToolsDisplayUtilsDate canvert ToolsSpUtilssimple Sp(Can save list and map)ValidatorsUtilsValidators Tools
6.Music System
6.1Play short Sound
Play short Sound,Init SoundManager to load Sound .
// Context and size of Manager
SoundManager manager = new SoundManager(this, 5);
// get Sound from assets , and url will be save too.
manager.addSound("mic/open.mid");
// play with name
manager.play("mic/open.mid");
You can play a sound like this, but please use short sound. If you want to play background music, please read following.
public void removeSound(String musicName) // remove
public void play(String musicName, float volume) // play with volume
public boolean containSoundID(int soundID) // find if exist
public int getSoundID(String soundName) // get music ID
...
6.2Play Music
Play Music fix play music such as background music.
// context and url
MusicPlayer player = new MusicPlayer(this, "mic/open.mp3");
player.play();
some other methods.
public void dispose() // clear
public void setLooping(boolean isLooping) // is loop?
public void setVolume(float volume) // set volume
...
6.3Compose with short sound
Set some sounds in SoundManager and play quickly to compose.
SoundManager manager = new SoundManager(this, 5);
manager.addSound("mic/1.mid");
manager.addSound("mic/2.mid");
SoundPlayer player = new SoundPlayer(manager, 500, 16);
player.addSound("mic/1.mid");
player.addSound("mic/2.mid");
...
use player.play(); to play.
7.Use Internet
You can use Internet like this Demo.JustWe-WebServer.
use like:
server.apply("/lfk", new OnWebStringResult() {
@Override
public String OnResult() {
return "=======";
}
});
server.apply("/main", new OnWebFileResult() {
@Override
public File returnFile() {
return new File(WebServerDefault.WebServerFiles+"/"+"welcome.html");
}
});
You can bind router like this way, if you want to send msg, you can straightly use HTTP Get/Post.
8.Use State Machine Sprite
// add a new state to sprite
sprite.addState(new StateFinder() {
@Override
public boolean isContent(BaseSub baseSub) {
return Math.abs(zom.s_position.x - baseSub.s_position.x) > 50;
}
}, new FrameAnimation(0, 63, 1));
You can add a task to the state machine wizard by the addState method above, and only when the return value of the first parameter interface callback is true,
Will run second parameters to provide the instruction, if the return is false will run the second state of the judgment.
The priority of the state is provided by the join order.
picture:
![]()
9.CrashHandler
CrashHandler is used to deal with the unexpected crash event of the game, and the initialization is recommended in Application.
CrashHandler can automatically save models and abnormal log in order to allow developers to find the problem.
CrashHandler.getInstance().init(this);
You can use it like this.
And:
CrashHandler.getInstance().setRestartActivity(MainActivity.class); // restartActivity
CrashHandler.getInstance().setAfterCrashListener(new AfterCrashListener() {
@Override
public void AfterCrash() { // set what to save
...
}
});
10.Use BlueTooth
10.1Open/Close Server
BlueTooth Use requires a new BlueToothServer object, the incoming context and the MessageBack interface.
blueToothServer = new BlueToothServer(this, new OnMessageBack() {
@Override
public void getMessage(String msg) {
Log.e("L", msg);
}
@Override
public void sendMessage(String msg) {
Log.e("L", msg);
}
@Override
public void getDevice(ArrayList<String> msg) {
Log.e("L", msg.size() + "");
}
});
// init like this
blueToothServer.init();
After the service is initialized, such as not to open the Bluetooth, the system will automatically prompt application of Bluetooth enabled.
Through the MessageBack interface can be received to send, receive, and Devices Scan information, to take the corresponding operation can get data.
When closing the service, please use blueToothServer.unBindService (); off service.
10.2Scan Devices
Using blueToothServer.doDiscovery (); device scan, return the results in the OnMessageBack () interface
GetDevice () method to receive.
Use blueToothServer.ensureDiscoverable (); allow to be scanned. Use blueToothServer.getPairedDevices (); return a list of paired devices.
10.3Send Message
In the match after the success can be used blueToothServer.sendMessage (String MSG); Send Message.
At the same time, the message received from the getMessage (Interface) can also be obtained.
Draw by yourselves
Can accept the user's drawing input, and to generate the wizard, background, or other objects:How To Use?
Feedback
Please send your feedback as long as there occurs any inconvenience or problem. You can contact me with:
License
Copyright 2015 [刘丰恺](http://www.cnblogs.com/lfk-dsk/)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
The Engine Document of JustWeEngine的更多相关文章
- 使用X-UA-Compatible来设置IE浏览器兼容模式(转)
使用X-UA-Compatible来设置IE浏览器兼容模式 文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 ...
- 【转】http-equiv="X-UA-Compatible" 设置IE浏览器兼容模式详解
文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...
- 关于IE中通过http-equiv="X-UA-Compatible指定文件兼容性模式
.csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier ...
- 使用X-UA-Compatible来设置IE浏览器兼容模式
文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...
- IE浏览器模式设置
文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...
- 使用X-UA-Compatible来设置IE8/IE9兼容模式
文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...
- <META http-equiv=X-UA-Compatible content=IE=EmulateIE7>
未来兼容性中的 META 标记和锁定 注意:本文档是预备文档,随时可能变更. 对于 Web 开发人员来说,文本兼容性是一个要考虑的重要问题.Windows Internet Explorer 8 引入 ...
- IE9兼容性视图与IE9标准视图
如果你使用的是IE9,那么按下F12键就会出现开发者工具,上面有两个下拉菜单:浏览器模式和文档模式.那么什么是浏览器模式?什么又是文档模式?二者有何区别? 浏览器模式用于切换IE针对该网页的默认文档模 ...
- 强制将IE8设置为IE7兼容模式来解析网页
强制将IE8设置为IE7兼容模式来解析网页 英文原文:http://msdn.microsoft.com/en-us/library/cc288325(VS.85).aspx 文件兼容性用于定义让IE ...
随机推荐
- mysql 日期函数总结
1.0 格式化:DATE_FORMAT() 函数用于以不同的格式显示日期/时间数据. 语法 DATE_FORMAT(date,format) date 参数是合法的日期.format 规定日期/时间的 ...
- java程序员保持天天快乐的6个习惯
忍不住感叹,我第一次对Buffer(在社交媒体上发布最简单的方式)有所想法已经差不多是两年前的事了.并且,在我有想法的一年半前,我还在前面那家新创公司工作的时...... 忍不住感叹,我第一次对Buf ...
- javascript快速入门
这个在w3school在线文档讲解的很详细,还能在线练习. 所以我只写一些入门的东西和最常用的总结以及注意事项: JavaScript 是脚本语言 一般被人们称为JS,Jquery就是对js语言的封装 ...
- Spring声明事务管理
首先我们先了解事务,什么是事务? 简单来说就是要么全部成功,要么什么都不做. 为什么要使用事务? 比如说常用银行系统的例子,如果没有用事务,有人在存入钱的时候出了问题,那么银行系统数据库的数据没有改变 ...
- ae 地理坐标与投影坐标转换 [转]
转载地址:http://blog.163.com/lai_xiao_hui/blog/static/123037324201151443221942/ 代码是将WGS84地理坐标转换为WGS84UTM ...
- [Android]对MVC和MVP的总结
以下内容为原创,欢迎转载,转载请注明 来自天天博客:http://www.cnblogs.com/tiantianbyconan/p/5036289.html 经历过的客户端的架构分为这么几个阶段: ...
- Objective-C 快速入门--基础(四)
1.什么是Block? ① 块语法,本质上是匿名函数(没有名称的函数): ② Block是OC中的一种数据类型,在iOS开发中被广泛使用: ③ ^是Block的特有标记: ④ Block的实现代码包含 ...
- nodejs的child_process同步异步
nodejs是一种单线程模型,但是,使用nodejs的child_process模块可以实现多进程任务.利用child_process可以创建子进程,实现子进程和主进程之间的通信. nodejs v0 ...
- React Native开发入门
目录: 一.前言 二.什么是React Native 三.开发环境搭建 四.预备知识 五.最简单的React Native小程序 六.总结 七.参考资料 一.前言 虽然只是简单的了解了一下Reac ...
- 【强烈推荐】XCODE的插件之王
有许多关于Xcode的插件,在这里强烈推荐的是Alcatraz插件.因为我们可以通过这个插件来安装其他插件 1.Alcatraz插件. Alcatraz是一个方便我们安装各种那个插件的插件.插件之王? ...