有關(guān)Android游戲開(kāi)發(fā)中的Sensor感應(yīng)示例今天我們將一起來(lái)討論,對(duì)于目前最新的Android 2.2平臺(tái) 而言仍然沒(méi)有具體的感應(yīng)判斷邏輯,下面我們一起定義 下常用的感應(yīng)動(dòng)作事件。首先Android123提醒大家由于是三軸的立體空間感應(yīng)所以相對(duì)于軌跡球、導(dǎo)航鍵的上下左右外,還提供了前后的感應(yīng),所以我們定義最基本的六種空間方向。
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public static final int CWJ_UP = 0;
public static final int CWJ_DOWN = 1;
public static final int CWJ_LEFT = 2;
public static final int CWJ_RIGHT = 4;
public static final int CWJ_FORWARD = 8; //向前
public static final int CWJ_BACKWARD = 16; //向后
public static final int CWJ_UP = 0;
public static final int CWJ_DOWN = 1;
public static final int CWJ_LEFT = 2;
public static final int CWJ_RIGHT = 4;
public static final int CWJ_FORWARD = 8; //向前
public static final int CWJ_BACKWARD = 16; //向后
下面我們做精確的角度旋轉(zhuǎn)修正值定義,我們用到y(tǒng)aw、pitch和roll,相信學(xué)過(guò)3D開(kāi)發(fā)的網(wǎng)友不會(huì)對(duì)這些陌生的,我們就把他們對(duì)應(yīng)為繞y、x、z 軸的角度好了,如果你們沒(méi)有學(xué)過(guò)3D相關(guān)的知識(shí)這里Android開(kāi)發(fā)網(wǎng)推薦大家可以通過(guò)Cube例子 自定義Render來(lái)觀察這三個(gè)值對(duì)應(yīng)立方體的旋轉(zhuǎn)角度。
Yaw在(0,0,0)中, 以xOz的坐標(biāo)平面中圍繞y軸旋轉(zhuǎn),如果是負(fù)角則我們定義為CWJ_YAW_LEFT 即往左邊傾斜,同理我們定義如下:
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public static final int CWJ_YAW_LEFT = 0;
public static final int CWJ_YAW_RIGHT = 1;
public static final int CWJ_PITCH_UP = 2;
public static final int CWJ_PITCH_DOWN = 4;
public static final int CWJ_ROLL_LEFT = 8;
public static final int CWJ_ROLL_RIGHT = 16;
public static final int CWJ_YAW_LEFT = 0;
public static final int CWJ_YAW_RIGHT = 1;
public static final int CWJ_PITCH_UP = 2;
public static final int CWJ_PITCH_DOWN = 4;
public static final int CWJ_ROLL_LEFT = 8;
public static final int CWJ_ROLL_RIGHT = 16;
我們通過(guò)加速感應(yīng)器可以獲得SensorEvent的四個(gè)值,今天Android123給大家一個(gè)簡(jiǎn)單示例,不考慮其他因素,在public int accuracy 、public Sensor sensor 、public long timestamp 和 public final float[] values 中,我們獲取values的浮點(diǎn)數(shù)組來(lái)判斷方向。
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int nAndroid123=CWJ_UP //向上
float ax = values[0];
float ay = values[1];
float az = values[2];
float absx = Math.abs(ax);
float absy = Math.abs(ay);
float absz = Math.abs(az);
if (absx > absy && absx > absz) {
if (ax > 0) {
nAndroid123 = CWJ_RIGHT;
} else {
nAndroid123 = CWJ_LEFT;
}
} else if (absy > absx && absy > absz) {
if (ay > 0) {
nAndroid123= CWJ_FORWARD;
} else {
nAndroid123= CWJ_BACKWARD;
}
} else if (absz > absx && absz > absy) {
if (az > 0) {
nAndroid123 = CWJ_UP;
} else {
nAndroid123 = CWJ_DOWN;
}
} else {
nAndroid123 = CWJ_UNKNOWN;
}
int nAndroid123=CWJ_UP //向上
float ax = values[0];
float ay = values[1];
float az = values[2];
float absx = Math.abs(ax);
float absy = Math.abs(ay);
float absz = Math.abs(az);
if (absx > absy && absx > absz) {
if (ax > 0) {
nAndroid123 = CWJ_RIGHT;
} else {
nAndroid123 = CWJ_LEFT;
}
} else if (absy > absx && absy > absz) {
if (ay > 0) {
nAndroid123= CWJ_FORWARD;
} else {
nAndroid123= CWJ_BACKWARD;
}
} else if (absz > absx && absz > absy) {
if (az > 0) {
nAndroid123 = CWJ_UP;
} else {
nAndroid123 = CWJ_DOWN;
}
} else {
nAndroid123 = CWJ_UNKNOWN;
}
有關(guān)偏向角度問(wèn)題,我們將在下一次詳細(xì)講述,對(duì)于一般的2D游戲,我們可以參考本文來(lái)實(shí)現(xiàn)重力控制,所以總體來(lái)說(shuō)Android游戲開(kāi)發(fā)比較簡(jiǎn)單易懂,Android平臺(tái)使用的Java 語(yǔ)言還是很適合做游戲的。在邏輯表達(dá)上更清晰。
本文來(lái)自CSDN博客,轉(zhuǎn)載請(qǐng)標(biāo)明出處:http://blog.csdn.net/JavaTiger427/archive/2010/11/25/6034640.aspx
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