本文整理汇总了Java中com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver类的典型用法代码示例。如果您正苦于以下问题:Java InternalFileHandleResolver类的具体用法?Java InternalFileHandleResolver怎么用?Java InternalFileHandleResolver使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
InternalFileHandleResolver类属于com.badlogic.gdx.assets.loaders.resolvers包,在下文中一共展示了InternalFileHandleResolver类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: initialise
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
@Override
public void initialise() {
FallbackFileHandleResolver fallbackFileHandleResolver = new FallbackFileHandleResolver(
new ClasspathFileHandleResolver(), new InternalFileHandleResolver());
assetManager = new AssetManager(fallbackFileHandleResolver);
assetManager.setLogger(new Logger("AssetManager", Application.LOG_ERROR));
assetManager.setLoader(UiTheme.class, new UiThemeLoader(fallbackFileHandleResolver));
assetManager.setLoader(TiledMap.class, new TiledMapLoader(fallbackFileHandleResolver));
addScreen(new LoadingScreen(assetManager));
addScreen(new UATSelectionScreen(assetManager));
addScreen(new BlendingUAT());
addScreen(new ClippingUAT());
addScreen(new GeometryUAT());
addScreen(new GraphicsUAT(assetManager));
addScreen(new TextureRegionUAT());
addScreen(new OrthogonalTiledMapNoCachingUAT(assetManager));
addScreen(new OrthogonalTiledMapWithCachingUAT(assetManager));
addScreen(new IsometricTiledMapUAT(assetManager));
addScreen(new HexagonalTiledMapUAT(assetManager));
addScreen(new ParticleEffectsUAT());
addScreen(new ControllerUAT());
addScreen(new ControllerMapping());
addScreen(new UiUAT(assetManager));
}
示例2: loadAssets
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
private void loadAssets() {
InternalFileHandleResolver fileHandler = new InternalFileHandleResolver();
assetManager = new AssetManager(fileHandler);
assetManager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(fileHandler));
assetManager.load(SKIN_PATH, Skin.class);
assetManager.load(MASTER_PATH, TextureAtlas.class);
assetManager.load(FONT_NORMAL_PATH, FreeTypeFontGenerator.class);
assetManager.load(FONT_BOLD_PATH, FreeTypeFontGenerator.class);
assetManager.load(MUSIC_PATH, Music.class);
assetManager.load(MAIN_MENU_MUSIC_PATH, Music.class);
assetManager.load(GOOD_PATH, Sound.class);
assetManager.load(HALF_PATH, Sound.class);
assetManager.load(BAD_PATH, Sound.class);
assetManager.finishLoading();
}
示例3: Font
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public Font(final Application APP, String fileName, String filePath, int size, boolean filter)
{
// ASSIGN ATTRIBUTES
this.size = size;
FreetypeFontLoader.FreeTypeFontLoaderParameter parameter = new FreetypeFontLoader.FreeTypeFontLoaderParameter();
FileHandleResolver resolver = new InternalFileHandleResolver();
APP.assets.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver));
APP.assets.setLoader(BitmapFont.class, ".otf", new FreetypeFontLoader(resolver));
// GENERATE FONT
if (filter) // IF FILTER ENABLED
{
parameter.fontParameters.genMipMaps = true;
parameter.fontParameters.minFilter = Texture.TextureFilter.Linear;
parameter.fontParameters.magFilter = Texture.TextureFilter.Linear;
}
parameter.fontFileName = filePath;
parameter.fontParameters.size = size;
APP.assets.load(fileName, BitmapFont.class, parameter);
APP.assets.finishLoading();
font = APP.assets.get(fileName, BitmapFont.class);
}
示例4: newResolver
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
@Override
public FileHandleResolver newResolver (FileType fileType) {
switch (fileType) {
case Absolute:
return new AbsoluteFileHandleResolver();
case Classpath:
return new ClasspathFileHandleResolver();
case External:
return new ExternalFileHandleResolver();
case Internal:
return new InternalFileHandleResolver();
case Local:
return new LocalFileHandleResolver();
}
return null; // Should never happen
}
示例5: show
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
@Override
public void show() {
super.show();
layout = new GlyphLayout();
font = new NativeFont(new NativeFontPaint(25));
font.appendText("正在加载...0123456789%");
font.setColor(Color.BLACK);
layout.setText(font, "正在加载...100%");
stage = new Stage(new StretchViewport(1280, 720));
assetManager = new AssetManager();
assetManager.setLogger(new Logger("log", Logger.DEBUG));
assetManager.setLoader(CocosScene.class, new CocosLoader(new InternalFileHandleResolver()));
assetManager.load("mainscene/MenuScene.json", CocosScene.class);
}
示例6: Moon
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public Moon(final AssetManager manager) {
manager.setLoader(Texture.class, new TextureLoader(new InternalFileHandleResolver()));
manager.setLoader(Sound.class, new SoundLoader(new InternalFileHandleResolver()));
manager.load(TEXTURE_FILENAME, Texture.class);
manager.load(SFX_MOON_CRASH_FILENAME, Sound.class);
manager.finishLoading();
texture = manager.get(TEXTURE_FILENAME);
crashSfx = manager.get(SFX_MOON_CRASH_FILENAME);
currentFrame = new TextureRegion(texture);
setWidth(currentFrame.getRegionWidth());
setHeight(currentFrame.getRegionHeight());
setOrigin(getWidth() / 2, getHeight() / 2);
reset();
}
示例7: Background
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public Background(AssetManager manager) {
manager.setLoader(Texture.class, new TextureLoader(new InternalFileHandleResolver()));
manager.load(TEXTURE_FILENAME, Texture.class);
manager.finishLoading();
texture = manager.get(TEXTURE_FILENAME);
TextureRegion[] frames = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT)[0];
animation = new Animation(0.1f, frames[0], frames[1], frames[2]);
animation.setPlayMode(PlayMode.LOOP);
setWidth(FRAME_WIDTH);
setHeight(FRAME_HEIGHT);
background = new TiledDrawable(animation.getKeyFrame(0f));
}
示例8: MoonChain
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public MoonChain(final AssetManager manager) {
manager.setLoader(Texture.class, new TextureLoader(new InternalFileHandleResolver()));
manager.setLoader(Sound.class, new SoundLoader(new InternalFileHandleResolver()));
manager.load(TEXTURE_FILENAME, Texture.class);
manager.load(SFX_CHAIN_PULL_FILENAME, Sound.class);
manager.finishLoading();
texture = manager.get(TEXTURE_FILENAME);
texture.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.Repeat);
chainPullSfx = manager.get(SFX_CHAIN_PULL_FILENAME);
setWidth(texture.getWidth());
setHeight(texture.getHeight() * TILE_COUNT);
setOrigin(getWidth() / 2, 0);
// Note: scale is not used in draw for the chain, this is a hack to make easier to put the chain down
setScale(3f, 3f);
collisionArea = new Rectangle(getX(), getY(), getWidth(), getHeight());
position = new Vector2(getX(), getY());
}
示例9: Enemy
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public Enemy(final AssetManager manager) {
manager.setLoader(Texture.class, new TextureLoader(new InternalFileHandleResolver()));
manager.setLoader(Sound.class, new SoundLoader(new InternalFileHandleResolver()));
manager.load(TEXTURE_FILENAME, Texture.class);
manager.load(SFX_HIT_FILENAME, Sound.class);
manager.finishLoading();
texture = manager.get(TEXTURE_FILENAME);
regions = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT)[0];
idle = new Animation(0.1f, regions[0], regions[1], regions[2]);
idle.setPlayMode(Animation.PlayMode.LOOP);
hitSfx = manager.get(SFX_HIT_FILENAME);
currentFrame = idle.getKeyFrame(0.0f);
setWidth(currentFrame.getRegionWidth());
setHeight(currentFrame.getRegionHeight());
setOrigin(getWidth() / 2, getHeight() / 2);
collisionArea = new Rectangle(50, 0, (int)getWidth() - 100, (int)getHeight());
health = 5;
}
示例10: FlameMain
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public FlameMain () {
super("Flame");
MathUtils.random = new RandomXS128();
particleSystem = ParticleSystem.get();
effect = new ParticleEffect();
particleSystem.add(effect);
assetManager = new AssetManager();
assetManager.setErrorListener(this);
assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(new InternalFileHandleResolver()));
controllersData = new Array<ControllerData>();
lwjglCanvas = new LwjglCanvas(renderer = new AppRenderer());
addWindowListener(new WindowAdapter() {
public void windowClosed (WindowEvent event) {
//System.exit(0);
Gdx.app.exit();
}
});
initializeComponents();
setSize(1280, 950);
setLocationRelativeTo(null);
setDefaultCloseOperation(DISPOSE_ON_CLOSE);
setVisible(true);
}
示例11: create
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
@Override
public void create () {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera();
camera.setToOrtho(false, (w / h) * 10, 10);
camera.zoom = 2;
camera.update();
cameraController = new OrthoCamController(camera);
Gdx.input.setInputProcessor(cameraController);
font = new BitmapFont();
batch = new SpriteBatch();
assetManager = new AssetManager();
assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));
assetManager.load("data/maps/tiled/isometric_grass_and_water.tmx", TiledMap.class);
assetManager.finishLoading();
map = assetManager.get("data/maps/tiled/isometric_grass_and_water.tmx");
renderer = new IsometricTiledMapRenderer(map, 1f / 64f);
}
示例12: create
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
@Override
public void create () {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera();
camera.setToOrtho(false, (w / h) * 10, 10);
camera.zoom = 2;
camera.update();
cameraController = new OrthoCamController(camera);
Gdx.input.setInputProcessor(cameraController);
font = new BitmapFont();
batch = new SpriteBatch();
assetManager = new AssetManager();
assetManager.setLoader(TiledMap.class, new TideMapLoader(new InternalFileHandleResolver()));
assetManager.load("data/maps/tide/Map01.tide", TiledMap.class);
assetManager.finishLoading();
map = assetManager.get("data/maps/tide/Map01.tide");
renderer = new OrthogonalTiledMapRenderer(map, 1f / 32f);
}
示例13: Assets
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public Assets(SoundService soundService,
GraphicsService graphicsService,
LocaleService localeService,
TaflLevelService levelService,
TaflGame game) {
super(soundService, graphicsService, localeService, levelService, game);
this.soundService = soundService;
this.graphicsService = graphicsService;
this.localeService = localeService;
this.levelService = levelService;
this.game = game;
assetManager.setLoader(com.badlogic.gdx.scenes.scene2d.ui.Skin.class,
new CustomSkinLoader(new InternalFileHandleResolver()));
if (Constants.GameConstants.DEBUG) {
assetManager.getLogger().setLevel(Logger.DEBUG);
}
}
示例14: loadNonBlocking
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
private static boolean loadNonBlocking(){
if(!readinglock){
clear();
loadAssets();
readinglock = true;
}
// once update returns true then condition is satisfied and the lock stops update call
if(!updatinglock)
if(assetMan.update()){
assetMan.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));
getAssets();
updatinglock = true;
if(Scene.splashDuration != 0)
Scene.nextSceneWithDelay(Scene.splashDuration);
else
Scene.nextScene();
}
return updatinglock;
}
示例15: load
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver; //导入依赖的package包/类
public void load(AssetManager assetManager) {
background.load(assetManager);
fish1.load(assetManager);
fish2.load(assetManager);
fish3.load(assetManager);
fish4.load(assetManager);
fish5.load(assetManager);
fish6.load(assetManager);
fish7.load(assetManager);
fish8.load(assetManager);
fish9.load(assetManager);
fish10.load(assetManager);
assetManager.load(AppConst.EXIT_BUTTON_TEXTURE, Texture.class);
assetManager.load(AppConst.ADD_FISH_BUTTON_TEXTURE, Texture.class);
assetManager.load(AppConst.SELECT_FISH_BUTTONS_TEXTURE, Texture.class);
assetManager.load(AppConst.SELECT_TRAJECTORY_TEXTURE, Texture.class);
FileHandleResolver resolver = new InternalFileHandleResolver();
assetManager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver));
assetManager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver));
FreeTypeFontLoaderParameter size1Params = new FreeTypeFontLoaderParameter();
size1Params.fontFileName = AppConst.DEFAUFT_FONT;
size1Params.fontParameters.size = AppConst.KEY_FONT_SIZE;
assetManager.load(AppConst.KEY_FONT_NAME, BitmapFont.class, size1Params);
}