1,如何动态加载网络图
2,如何实现游戏中的语音交互
我攒了半年零花钱500元。谁能帮帮我 就只有这么多了 有没有大手愿意帮帮我
int i=0;
if (!StringUtil.isEmpty(fdProdSummary) && matcherSummary.groupCount() != 0) {
fdProdSummarys = new String[matcherSummary.groupCount()];
matcherSummary.find();
for(;i<matcherSummary.groupCount();i++) {
fdProdSummarys[i] = matcherSummary.group();
OOMImageView imv = new OOMImageView(context);
imv.setScaleType(ScaleType.FIT_CENTER);
DisplayMetrics dm = new DisplayMetrics();
((Activity)context).getWindowManager().getDefaultDisplay().getMetrics(dm);
int W = dm.widthPixels;
int H = (int) (473.0 / 947.0*W);
LinearLayout.LayoutParams llp = new LinearLayout.LayoutParams(LinearLayout.LayoutParams.MATCH_PARENT,LinearLayout.LayoutParams.WRAP_CONTENT);
llp.setMargins(25, 0, 25, 70);
imv.setLayoutParams(llp);
BitmapManage.getInstance(context).get(fdProdSummarys[i], imv);
productImgsContainer.addView(imv);
// W*H 947/473
/*<ImageView
android:layout_width="match_parent"
android:layout_height="150dp"
android:layout_marginBottom="70dp"
android:layout_marginLeft="25dp"
android:layout_marginRight="25dp"
android:scaleType="fitXY"
android:src="@drawable/logo_pgg_p" />*/
}
}
问题1,Android动态加载网络图片,Android图片加载框架Glide用法,链接:https://www.cnblogs.com/huckleberry/p/12714463.html
问题2,音视频进阶教程|如何实现游戏中的实时语音,链接:https://www.jianshu.com/p/9fa29b605b57
【这2个实例讲解的都很细致,娓娓道来,条理清晰】
cocos creator显示网络图片需要创建精灵节点
1、创建精灵节点
2、获取节点并赋值节点
let icon = cc.find("Canvas/bg_sprite/icon").getComponent(cc.Sprite);
// 加载远程网络图片
cc.loader.load({url: userInfo.avatarUrl, type: "png"},function(err,text){
console.log('报错信息:'+err+'图片地址:'+text)
icon.spriteFrame = new cc.SpriteFrame(text);
});
CocosCreator-精灵动态加载图片资源,实例化精灵
如有帮助,望采纳
1
import { _decorator, Component, Node, Label, Sprite, Vec3, Prefab, instantiate, director, resources, SpriteFrame, Layers, UITransform, Canvas, view, View} from 'cc';
const { ccclass, property } = _decorator;
// 全局变量
var nodeFatherX:Node;
var frame:number = 0; //总共绘制的帧数
var arrayPlane = [];
var arrayPlaneNunber:number = -2; //累计生成敌人数
var spriteFrameEnemyBigGlobal:SpriteFrame; // 精灵框架敌人大号全局变量
var gameWidthX:number = 0; //游戏宽度
var gameHeightX:number = 0; //游戏高度
@ccclass('Fish')
export class Fish extends Component {
// [1]
// dummy = '';
// [2]
// @property
// serializableDummy = 0;
@property({type: SpriteFrame})
public spriteFrameEnemyBig: SpriteFrame|null = null; // 精灵框架敌人大号
// onLoad 回调会在节点首次激活时触发,比如所在的场景被载入,或者所在节点被激活的情况下。
// 在 onLoad 阶段,保证了你可以获取到场景中的其他节点,以及节点关联的资源数据。
// onLoad 总是会在任何 start 方法调用前执行,这能用于安排脚本的初始化顺序。
// 通常我们会在 onLoad 阶段去做一些初始化相关的操作。
onLoad(){
console.log(' - Life onLoad - ');
// 获取主要Node
nodeFatherX = this.node;
// 加载 SpriteFrame,image 是 ImageAsset,spriteFrame 是 image/spriteFrame,texture 是 image/texture
resources.load("images/enemy_big/spriteFrame", SpriteFrame, (error, spriteFrame) => {
if (error) {
console.log("resources.load - " + error);
}
spriteFrameEnemyBigGlobal = spriteFrame;
});
// 获取游戏可见宽高
const gameCanvas = view.getVisibleSize();
gameWidthX = gameCanvas.width;
gameHeightX = gameCanvas.height;
console.log('gameVisibleSize = ' + gameWidthX + "*" + gameHeightX);
}
start () {
// [3]
}
update (deltaTime: number) {
// [4]
// 第一次绘制时,将战斗机移到Canvas的 水平方向的1/3,垂直方向的中心
if(frame == 0){
// float centerX = canvas.getWidth() / 3 - combatAircraft.getWidth() / 2;
// float centerY = canvas.getHeight() / 2;
// combatAircraft.centerTo(centerX, centerY);
}
// 每隔100帧随机添加Sprite
if(frame % 10 == 0){
// createRandomSprites(canvas.getWidth(), canvas.getHeight());
this.createRandomSprites();
}
frame++;
}
// 生成随机的Sprite
createRandomSprites () {
arrayPlaneNunber ++;
// 创建一个新的节点,因为Sprite是组件不能直接挂载到节点上,只能添加到为节点的一个组件
let enemyBigNode = new Node('enemyBigNode');
// 调用新建的node的addComponent函数,会返回一个sprite的对象
let enemyBigSprite = enemyBigNode.addComponent(Sprite);
// 给sprite的spriteFrame属性 赋值
enemyBigSprite.spriteFrame = this.spriteFrameEnemyBig; // 在xml定义
// enemyBigSprite.spriteFrame = spriteFrameEnemyBigGlobal; // 动态获取
// 获取enemyBigNode的宽高 - 得到图片的宽高,不是真实的宽高
const enemyBigUITransform = enemyBigNode.getComponent(UITransform)!;
const enemyBigWidth = enemyBigUITransform.width;
const enemyBigHeight = enemyBigUITransform.height;
// console.log('enemyBigUITransform = ' + enemyBigWidth + "*" + enemyBigHeight);
// FixMe - 获取enemyBigNode的宽高
// const enemyBigWidth = spritePlane.getComponent;
// const enemyBigHeight = spritePlane.
// console.log('enemyBigUITransform = ' + enemyBigWidth + "*" + enemyBigHeight);
// let spriteLabel = nodePlane.addComponent(Label);
// spriteLabel.string = "112233444555666";
// enemyBigNode.setPosition(gameWidthX-enemyBigWidth,-gameHeightX/2+arrayPlaneNunber*enemyBigHeight,0);
enemyBigNode.setPosition(gameWidthX/2-enemyBigWidth/2,gameHeightX/2-enemyBigHeight/2,0);
// nodePlane.parent = this.node; // 将新节点作为当前节点的子节点
enemyBigNode.parent = nodeFatherX; // 将新节点作为当前节点的子节点
enemyBigNode.layer = Layers.Enum.UI_2D
}
}
/**
* [1] Class member could be defined like this.
* [2] Use `property` decorator if your want the member to be serializable.
* [3] Your initialization goes here.
* [4] Your update function goes here.
*
* Learn more about scripting: https://docs.cocos.com/creator/3.0/manual/en/scripting/
* Learn more about CCClass: https://docs.cocos.com/creator/3.0/manual/en/scripting/ccclass.html
* Learn more about life-cycle callbacks: https://docs.cocos.com/creator/3.0/manual/en/scripting/life-cycle-callbacks.html
*/
2 在 Cocos Creator 中实时游戏语音
https://blog.csdn.net/agora_cloud/article/details/104438050