1. texture is the basis for andengine development. In the rewriting of oncreateresources (){......} to create a new texture map object (buildablebitmaptextureatlas), for example: (this. mbitmaptextureatlas = new buildablebitmaptextureatlas (this. gettexturemanager (), 512,256,
Textureoptions. Nearest );)
2. after creating a texture map object, you can create a texture area object (itextureregion, tiledtextureregion, and so on), for example: this. mfacetextureregion = bitmaptextureatlastextureregionfactory. createtiledfromasset (this. mbitmaptextureatlas, this, "face_box_tiled.png", 2, 1 );
This. mfacetextureregion = bitmaptextureatlastextureregionfactory. createfromasset (this. mbitmaptextureatlas, this, "face_box.png", 0, 0 );
3. After the texture area object is created, it can be placed in the texture map, and then loaded into the memory, that is, this. mbitmaptextureatlas. Load ();
4. rewrite scene oncreatescene (){.....} method, final scene = new scene () to create a scene object. In this scenario object, you can reference the texture region object you created, you can also add inaccessible animations.