本文整理汇总了Java中com.badlogic.gdx.graphics.Camera类的典型用法代码示例。如果您正苦于以下问题:Java Camera类的具体用法?Java Camera怎么用?Java Camera使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Camera类属于com.badlogic.gdx.graphics包,在下文中一共展示了Camera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: renderForCamera
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
@Override
public void renderForCamera(Camera camera) {
spriteBatch.begin();
spriteBatch.draw(background, 0, 0, viewport.getWorldWidth(), viewport.getWorldHeight(), (int)(scroll / (float)length * (background.getWidth() - viewport.getScreenWidth())), 0, viewport.getScreenWidth(), (int)viewport.getWorldHeight(), false, false);
for(int i = 0; i < campaignWorlds.size(); i++)
if(segmentWidth + i * segmentWidth - scroll > 0 && halfFreeWidth + i * segmentWidth - scroll < background.getWidth() - viewport.getWorldWidth())
spriteBatch.draw(campaignWorlds.get(i).icon, halfFreeWidth + i * segmentWidth - scroll, viewport.getWorldHeight() / 2f - ICON_SIZE / 2);
if(selection != -1) {
layout.setText(game.getFonts().get("moonhouse64"), campaignWorlds.get(selection).name);
spriteBatch.draw(textBack, viewport.getWorldWidth() / 2 - (layout.width + 40) / 2, viewport.getWorldHeight() - 72 - layout.height, layout.width + 40, layout.height + 40);
game.getFonts().get("moonhouse64").draw(spriteBatch, campaignWorlds.get(selection).name, viewport.getWorldWidth() / 2 - layout.width / 2, viewport.getWorldHeight() - 10 - layout.height);
layout.setText(game.getFonts().get("moonhouse64"), campaignWorlds.get(selection).desc);
spriteBatch.draw(textBack, viewport.getWorldWidth() / 2 - (layout.width + 40) / 2, layout.height + 20, layout.width + 40, layout.height + 40);
game.getFonts().get("moonhouse64").draw(spriteBatch, campaignWorlds.get(selection).desc, viewport.getWorldWidth() / 2 - layout.width / 2, layout.height + 83);
}
spriteBatch.end();
}
示例2: keepInBoundaries
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
private void keepInBoundaries(){
final Camera camera = viewport.getCamera();
final Vector3 position = camera.position;
if(position.x < boundary.x){
position.x = boundary.x;
}
if(position.x > boundary.x + boundary.width){
position.x = boundary.x + boundary.width;
}
if(position.y < boundary.y){
position.y = boundary.y;
}
if(position.y > boundary.y + boundary.height) {
position.y = boundary.y + boundary.height;
}
}
示例3: update
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
@Override
public void update(Entity entity, GameWorld world, Map map, Camera camera, float deltaTime) {
if (State.IMMOBILE != state) {
stateTime -= deltaTime;
if (stateTime <= 0) {
// change state
stateTime = MathUtils.random(2);
State nextState = State.getRandom();
if (State.WALKING == nextState) {
entity.sendMessage(MessageType.SET_STATE, State.WALKING, Direction.getRandom());
} else {
entity.sendMessage(MessageType.SET_STATE, nextState);
}
}
}
}
示例4: updateCamera
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
private void updateCamera()
{
if (!GameEntityManager.getGameEntities().contains(this.level.getShip()))
{
return;
}
Camera camera = SpaceTravels3.gameViewport.getCamera();
camera.position.set(
this.level.getShip().physicsComponent.getPosition().x,
this.level.getShip().physicsComponent.getPosition().y,
0f);
camera.update();
SpaceTravels3.spriteBatch.setProjectionMatrix(camera.combined);
}
示例5: update
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
@Override
public void update(float deltaTime, Camera camera) {
sun.update(!isWorldMap());
updateLocalGameObjects(deltaTime);
super.update(deltaTime, camera);
for (GameLocation loc : locations) {
loc.update(deltaTime, camera);
}
fogOfWarRayHandler.setCombinedMatrix(camera.combined);
fogOfWarRayHandler.update();
unpausableTweenManager.update(deltaTime);
if (!GameState.isPaused()) {
tweenManager.update(deltaTime);
if (particleEffectManager != null) {
particleEffectManager.update(deltaTime);
}
}
}
示例6: updateFastForward
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
private float updateFastForward(float deltaTime, Camera camera) {
if (fastForwarding && fastForwarded >= fastForwardBy) {
fastForwarding = false;
UIManager.hideProgressDialog();
if (fastForwardCallback != null) {
fastForwardCallback.onFinished();
}
fastForwardCallback = null;
}
if (fastForwarding && !isPaused) {
int currentTimeMultiplier = currentMap.getGameTimeMultiplier();
deltaTime = Configuration.getFastForwardStep()
* Math.max(Configuration.getWorldGameTimeMultiplier(),
Configuration.getLocalGameTimeMultiplier())
/ currentTimeMultiplier;
fastForwarded += deltaTime;
UIManager.updateProgressDialog((fastForwarded / 3600) * currentTimeMultiplier);
if (fastForwardRandomEncounter != null && fastForwarded >= fastForwardRandomAfter) {
handleFastForwardRandomEncounter();
}
}
return deltaTime;
}
示例7: render
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
public void render(ModelBatch batch, Environment environment) {
if (drawShapes) {
batch.render(hub.modelInstance, environment);
batch.render(rim.modelInstance, environment);
for (int i = 0; i < spokesToDraw; i++) {
spokes.get(i).updateSpokeRender();
batch.render(spokes.get(i).modelInstance, environment);
}
// spokes.forEach(s -> batch.render(s.modelInstance, environment));
// bulletWorld.updateAabbs();
}
if (debugDrawer.getDebugMode() > 0) {
Camera camera = batch.getCamera();
batch.flush();
debugDrawer.begin(camera);
bulletWorld.debugDrawWorld();
debugDrawer.end();
}
}
示例8: render
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
public void render(ModelBatch batch, Environment environment) {
if (drawShapes) {
for (WorldEntity entity : entities) {
batch.render(entity.instance, environment);
}
batch.render(instances);
}
if (getDebugMode() > 0) {
Camera camera = batch.getCamera();
batch.flush();
debugDrawer.begin(camera);
bulletWorld.debugDrawWorld();
debugDrawer.end();
// batch.begin(camera);
}
}
示例9: populate
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
public void populate(TiledMap tiledMap, State state, Camera camera, MapLayerRendererFactory rendererFactory,
TiledMapConfig config) {
MapLayers mapLayers = tiledMap.getLayers();
handleMapProperties(tiledMap.getProperties(), state, config);
List<String> layerIds = new ArrayList<String>();
int lastTileLayerIndex = 0;
for (int i = 0; i < mapLayers.getCount(); ++i) {
MapLayer mapLayer = mapLayers.get(i);
if (mapLayer instanceof TiledMapTileLayer) {
if (i > 0) {
lastTileLayerIndex++;
}
String layerId = handleTiledMapTileLayer((TiledMapTileLayer) mapLayer, i, tiledMap, camera, rendererFactory,
config);
layerIds.add(layerId);
populateStaticMapData(lastTileLayerIndex, (TiledMapTileLayer) mapLayer, state, config);
} else {
// Not a tiledlayer so consider it as an object layer
handleObjectLayer(lastTileLayerIndex, mapLayer, state, config);
}
}
state.setLayerIds(layerIds);
}
示例10: draw
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
/**
* Draws the view with all information depending on the subclass.
*
* @param sp
* The sprite batch to draw on.
* @param position
* The position of the view in pixel coordinates.
*/
public void draw(SpriteBatch sp, Point position)
{
METRO.__spriteBatch.end();
METRO.__spriteBatch.begin();
// Create scissor to draw only in the area of the statistic view.
com.badlogic.gdx.math.Rectangle scissors = new com.badlogic.gdx.math.Rectangle();
com.badlogic.gdx.math.Rectangle clipBounds = new com.badlogic.gdx.math.Rectangle(position.x + METRO.__getXOffset(), position.y + METRO.__getYOffset(), _size.x + 1, _size.y
+ 1);
ScissorStack.calculateScissors((Camera) METRO.__camera, METRO.__spriteBatch.getTransformMatrix(), clipBounds, scissors);
ScissorStack.pushScissors(scissors);
drawView(sp);
ScissorStack.popScissors();
}
示例11: draw
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
@Override
protected void draw()
{
METRO.__spriteBatch.end();
METRO.__spriteBatch.begin();
// Create scissor to draw only in the area of the list box.
com.badlogic.gdx.math.Rectangle scissors = new com.badlogic.gdx.math.Rectangle();
com.badlogic.gdx.math.Rectangle clipBounds = new com.badlogic.gdx.math.Rectangle(_area.x + METRO.__getXOffset(), _area.y + METRO.__getYOffset(), _area.width
+ 1, _area.height + 1);
ScissorStack.calculateScissors((Camera) METRO.__camera, METRO.__spriteBatch.getTransformMatrix(), clipBounds, scissors);
ScissorStack.pushScissors(scissors);
if (_decorated) clearBackground();
drawEntries();
if (_decorated) drawBorders();
drawScrollbar();
ScissorStack.popScissors();
}
示例12: draw
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
@Override
protected void draw()
{
Contract.RequireNotNull(_painter);
Draw.setOffset(_area.x, _area.y);
Fill.setOffset(_area.x, _area.y);
com.badlogic.gdx.math.Rectangle scissors = new com.badlogic.gdx.math.Rectangle();
com.badlogic.gdx.math.Rectangle clipBounds = new com.badlogic.gdx.math.Rectangle(_area.x + METRO.__getXOffset(), _area.y + METRO.__getYOffset(), _area.width
+ 1, _area.height + 1);
ScissorStack.calculateScissors((Camera) METRO.__camera, METRO.__spriteBatch.getTransformMatrix(), clipBounds, scissors);
ScissorStack.pushScissors(scissors);
_painter.paint();
ScissorStack.popScissors();
Draw.setOffset(METRO.__getXOffset(), METRO.__getYOffset());
Fill.setOffset(METRO.__getXOffset(), METRO.__getYOffset());
}
示例13: begin
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
@Override
public void begin(Camera camera, RenderContext context) {
program.begin();
viewProjTrans.set(camera.combined);
program.setUniformf(u_cameraPosition, camera.position.x, camera.position.y,
camera.position.z, 1);
program.setUniformf(u_worldLightDir, lightDirection.x, lightDirection.y, lightDirection.z, 0);
context.setDepthTest(GL20.GL_LEQUAL);
context.setCullFace(GL20.GL_BACK);
context.setBlending(shouldFadeEnds ? true : false, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
texture.bind(0);
program.setUniformi(u_texture, 0);
specLUT.getTexture().bind(1);
program.setUniformi(u_specularPowerLUTTexture, 1);
}
示例14: ParticleGroupStrategy
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
public ParticleGroupStrategy(final Camera camera) {
this.camera = camera;
cameraSorter = new Comparator<Decal>() {
@Override
public int compare (Decal o1, Decal o2) {
return (int)Math.signum(((DecalPlus)o2).cameraDistance - ((DecalPlus)o1).cameraDistance);
}
};
billboardCameraSorter = new Comparator<BillboardDecal>() {
@Override
public int compare (BillboardDecal o1, BillboardDecal o2) {
return (int)Math.signum(o2.floatValue - o1.floatValue);
}
};
loadShaders();
}
示例15: replaceCameraActuator
import com.badlogic.gdx.graphics.Camera; //导入依赖的package包/类
public ActuatorEntity replaceCameraActuator(Camera camera, short height,
float damping, float minDistanceX, float minDistanceY,
String followTagEntity) {
CameraActuator component = (CameraActuator) recoverComponent(ActuatorComponentsLookup.CameraActuator);
if (component == null) {
component = new CameraActuator(camera, height, damping,
minDistanceX, minDistanceY, followTagEntity);
} else {
component.actuator = (indexOwner) -> {
Set<GameEntity> followEntities = Indexed
.getTagEntities(followTagEntity);
for (GameEntity followEntity : followEntities) {
RigidBody rc = followEntity.getRigidBody();
Transform transform = rc.body.getTransform();
Vector3 position = camera.position;
position.x += (transform.getPosition().x + minDistanceX - position.x)
* damping;
position.y += (transform.getPosition().y + minDistanceY - position.y)
* height;
}
};
}
replaceComponent(ActuatorComponentsLookup.CameraActuator, component);
return this;
}