本文整理汇总了Java中com.badlogic.gdx.graphics.Texture类的典型用法代码示例。如果您正苦于以下问题:Java Texture类的具体用法?Java Texture怎么用?Java Texture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。
Texture类属于com.badlogic.gdx.graphics包,在下文中一共展示了Texture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: TileEffectDialog
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public TileEffectDialog(Hexpert hexpert, Skin skin) {
super(hexpert, skin, false);
getContentTable().defaults().pad(15);
for(int i = 0; i < TileType.values().length; i++)
{
TileType tileType = TileType.values()[i];
Image tileImage = new Image(new TextureRegion((Texture) hexpert.assetManager.get(SPRITE_FOLDER + tileType.name().toLowerCase() + "_tile.png")));
getContentTable().add(tileImage).width(96).height(96);
Label lblDesc = new Label(hexpert.i18NBundle.get(tileType.name().toLowerCase() + "_effect"), skin);
lblDesc.setAlignment(Align.center);
getContentTable().add(lblDesc);
getContentTable().row();
}
}
示例2: createUndoButton
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
private void createUndoButton()
{
Skin skin = new Skin();
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(Color.WHITE);
pixmap.fill();
skin.add("white", new Texture(pixmap));
skin.add("default", new BitmapFont());
TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
textButtonStyle.up = skin.newDrawable("white", new Color(0, 0, 0, 1));
textButtonStyle.font = skin.getFont("default");
skin.add("default", textButtonStyle);
btnUndo = new TextButton("UNDO", skin);
btnUndo.setX(70);
btnUndo.setY(Gdx.graphics.getHeight() - 25);
btnUndo.setWidth(60);
btnUndo.setVisible(true);
group.addActor(btnUndo);
}
示例3: drawtopcombat
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
private void drawtopcombat(){
groupTop = new Group();
Texture lookup = managerAssets.getAssetsCombat().getTexture(NameFiles.progressbarcircular);
lookup.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
progressBarEnergy = ProgressBarEnergy.getInstance();
Image imageLeftprofile = new Image(new TextureRegion(managerAssets.getAssetsButton().get(NameFiles.buttonBack1)));
imageLeftprofile.setSize(Gdx.graphics.getWidth() * 0.15f, Gdx.graphics.getWidth() * 0.15f);
imageLeftprofile.setPosition(imageLeftprofile.getWidth() * 0.1f, Gdx.graphics.getHeight() - imageLeftprofile.getHeight() * 1.1f);
imageLeftprofile.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if(InformationProfile.getInstance().getDateUserGame().getEnklaveCombatId() == -1)
gameManager.setScreen(gameManager.screenEnklave);
else
dialogExit("You can't out from combat!");
}
});
groupTop.addActor(imageLeftprofile);
}
示例4: Water
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
/**
* Constructor that allows to specify if there is an effect of waves and splash particles.
* @param waves Specifies whether the object will have waves
* @param splashParticles Specifies whether the object will have splash particles
*/
public Water(boolean waves, boolean splashParticles) {
this.waves = waves;
this.splashParticles = splashParticles;
this.fixturePairs = new HashSet<Pair<Fixture, Fixture>>();
this.setDebugMode(false);
if (waves) {
textureWater = new TextureRegion(new Texture(Gdx.files.internal("water.png")));
polyBatch = new PolygonSpriteBatch();
}
if (splashParticles) {
textureDrop = new Texture(Gdx.files.internal("drop.png"));
spriteBatch = new SpriteBatch();
particles = new ArrayList<Particle>();
}
shapeBatch = new ShapeRenderer();
shapeBatch.setColor(0, 0.5f, 1, 1);
}
示例5: saveAndReload
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public void saveAndReload(Map map, Pixmap out){
if(map.pixmap != null && out != map.pixmap && map.texture != null){
map.texture.dispose();
map.texture = new Texture(out);
}else if (out == map.pixmap){
map.texture.draw(out, 0, 0);
}
map.pixmap = out;
if(map.texture == null) map.texture = new Texture(map.pixmap);
if(map.id == -1){
if(mapNames.containsKey(map.name)){
map.id = mapNames.get(map.name).id;
}else{
map.id = ++lastID;
}
}
if(!Settings.has("hiscore" + map.name)){
Settings.defaults("hiscore" + map.name, 0);
}
saveCustomMap(map);
Vars.ui.levels.reload();
}
示例6: create
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
@Override
public void create() {
rotationSpeed = 0.5f;
mesh = new Mesh(true, 4, 6,
new VertexAttribute(VertexAttributes.Usage.Position, 3,"attr_Position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "attr_texCoords"));
texture = new Texture(Gdx.files.internal("data/Jellyfish.jpg"));
mesh.setVertices(new float[] {
-1024f, -1024f, 0, 0, 1,
1024f, -1024f, 0, 1, 1,
1024f, 1024f, 0, 1, 0,
-1024f, 1024f, 0, 0, 0
});
mesh.setIndices(new short[] { 0, 1, 2, 2, 3, 0 });
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
xScale = Gdx.graphics.getWidth()/(float)TARGET_WIDTH;
yScale = Gdx.graphics.getHeight()/(float)TARGET_HEIGHT;
font = loadBitmapFont("default.fnt", "default.png");
scale = Math.min(xScale, yScale);
cam.zoom = 1/scale;
// cam.project(start_position);
cam.position.set(0, 0, 0);
batch = new SpriteBatch();
}
示例7: addActor
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
@Override
public void addActor(ActorAddEvent event) {
Actor actor = event.actor;
StringBuilder item_name = new StringBuilder();
item_name.append(actor.getName()==null?"":actor.getName());
item_name.append("[");
item_name.append(EditorManager.getInstance()
.getActorType(actor).getSimpleName());
item_name.append("]");
Tree.Node item = createNodeItem(actor,item_name.toString());
item.setIcon(new TextureRegionDrawable(new TextureRegion(new Texture(
Gdx.files.internal("icon/Label_16.png")))));
item.getActor().setTouchable(Touchable.disabled);
if (actor.getParent() instanceof MainWindow){
stageNode.add(item);
}else {
Tree.Node parentNode = stageNode.findNode(actor.getParent());
if (parentNode!=null) parentNode.add(item);
}
tree.getSelection().choose(item);
}
示例8: BuildingScoreDialog
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public BuildingScoreDialog(Hexpert hexpert, Skin skin) {
super(hexpert, skin, false);
getContentTable().defaults().pad(15);
Label.LabelStyle lblStyle = skin.get("bigger", Label.LabelStyle.class);
Label lblExplaination = new Label(hexpert.i18NBundle.get("tut_score"), skin);
lblExplaination.setWrap(true);
lblExplaination.setAlignment(Align.center);
getContentTable().add(lblExplaination).colspan(8).width(8*160);
lblExplaination.setWrap(true);
getContentTable().row();
for (int i = 1; i < BuildingType.values().length; i++) {
BuildingType buildingType = BuildingType.values()[i];
Image image = new Image(new TextureRegion((Texture)
hexpert.assetManager.get(SPRITE_FOLDER + buildingType.name().toLowerCase() + "_min.png")));
getContentTable().add(image).width(160).height(160);
Label lblScore = new Label(Integer.toString(buildingType.getScore()), lblStyle);
lblScore.setAlignment(Align.center);
getContentTable().add(lblScore).expand();
if (i % 4 == 0)
getContentTable().row();
}
}
示例9: GameCenter
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public GameCenter(Chat game){
this.game = game;
/*Camera Settings*/
camera = new OrthographicCamera();
camera.setToOrtho(false,480,800);
camera.position.set(480/2,800/2,0);
/*Button Areas*/
wordTiles = new Rectangle(480/2-250/2,800/2,250,55);
Arkanoid = new Rectangle(480/2-250/2,800/2-60,250,55);
WordCrush = new Rectangle(480/2-250/2,800/2-120,250,55);
EndlessRoad = new Rectangle(480/2-250/2,800/2-180,250,55);
bottone4 = new Rectangle(480/2-250/2,800/2-240,250,55);
buttonTexture = new Texture("green_button00.png");
touch = new Vector3();
}
示例10: createSkins
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
/**
* Function used to create the Skins' Buttons and Labels and associate them to a given table, organized.
* It also adds Listeners to the Skins' Buttons.
*
* @param table Table where the Skins' Labels and Buttons will be organized.
*/
private void createSkins(Table table) {
for (int i = 0; i < game.getNumSkins(); ++i) {
//Adding Buttons and Labels to the Arrays
skinButtons.add(new Button(new TextureRegionDrawable(new TextureRegion(game.getAssetManager().get("big_skins/skin" + (i < 10 ? "0" : "") + i + ".png", Texture.class)))));
skinLabels.add(new Label("Current", skin1));
final int j = i; //Needed for Listener initialization
skinButtons.get(i).addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
setCurrentLabel(j);
}
});
table.add(skinButtons.get(i)).size(BUTTON_SIZE, BUTTON_SIZE).pad(IMAGE_EDGE);
}
table.row();
for (int i = 0; i < game.getNumSkins(); ++i)
table.add(skinLabels.get(i));
initializeCurrentSkin();
}
示例11: setTexture
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public void setTexture(Texture texture, boolean setNewDimension) {
Texture oldTexture = this.texture;
this.texture = texture;
// set dimension of texture
setDimension(texture.getWidth(), texture.getHeight());
if (setNewDimension) {
// update width and height
this.positionComponent.setDimension(texture.getWidth(), texture.getHeight());
if (this.texture != null) {
// update dimension
this.width = this.texture.getWidth();
this.height = this.texture.getHeight();
}
}
this.textureChangedListenerList.stream().forEach(listener -> {
listener.onTextureChanged(oldTexture, this.texture);
});
}
示例12: GameScreen
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public GameScreen(String playerName) {
camera = new Camera();
player = new Player(playerName,0,0,"Players/player.png");
controller = new CursedEchoController(player);
stage = new Stage();
map = GameUtils.getGame().assetHandler.get("World/grass.png",Texture.class);
camera.setToOrtho(false,Gdx.graphics.getWidth()/2,Gdx.graphics.getHeight()/2);
camera.update();
switch(Gdx.app.getType()) {
case Android:
controller.addTouchPad(stage);
break;
default:
break;
}
}
示例13: loadSkin
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
static Skin loadSkin() {
String folder = "ui/x" + bestMultiplier + "/";
// Base skin
Skin skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
// Nine patches
final int border = (int)(28 * bestMultiplier);
skin.add("button_up", new NinePatch(new Texture(
Gdx.files.internal(folder + "button_up.png")), border, border, border, border));
skin.add("button_down", new NinePatch(new Texture(
Gdx.files.internal(folder + "button_down.png")), border, border, border, border));
for (String id : ids) {
skin.add(id + "_texture", new Texture(Gdx.files.internal(folder + id + ".png")));
}
folder = "font/x" + bestMultiplier + "/";
skin.add("font", new BitmapFont(Gdx.files.internal(folder + "geosans-light64.fnt")));
skin.add("font_small", new BitmapFont(Gdx.files.internal(folder + "geosans-light32.fnt")));
skin.add("font_bonus", new BitmapFont(Gdx.files.internal(folder + "the-next-font.fnt")));
return skin;
}
示例14: AssetsRooms
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
public AssetsRooms() {
manager = new AssetManager();
manager.load(NameFiles.topenklaveimage,Texture.class);
manager.load(NameFiles.noselectRooms,Texture.class);
manager.load(NameFiles.selectroombottom,Texture.class);
manager.load(NameFiles.selectroomleft,Texture.class);
manager.load(NameFiles.selectroomright,Texture.class);
manager.load(NameFiles.txtSelectRoom,Texture.class);
manager.load(NameFiles.imageArrowBottom,Texture.class);
manager.load(NameFiles.imageArrowRight,Texture.class);
manager.load(NameFiles.imagePulse,Texture.class);
manager.load(NameFiles.extensionImgBackground,Texture.class);
manager.load(NameFiles.borderImageBlue,Texture.class);
manager.load(NameFiles.borderUpdown,Texture.class);
manager.load(NameFiles.progressbarcircular,Texture.class);
manager.load(NameFiles.imageBarrack,Texture.class);
manager.load(NameFiles.imageCommCenter,Texture.class);
manager.load(NameFiles.imageLaboratory,Texture.class);
manager.load(NameFiles.frameEnk,Texture.class);
}
示例15: createPowerup
import com.badlogic.gdx.graphics.Texture; //导入依赖的package包/类
/**
* Creates a new power up entity.
*
* @param ecs
* entity component system
* @param x
* x start position
* @param y
* y start position
* @param texture
* texture
* @return power up entity
*/
public static Entity createPowerup(EntityManager ecs, float x, float y, Texture texture) {
// create new entity
Entity powerupEntity = new Entity(ecs);
// every entity requires a position component
powerupEntity.addComponent(new PositionComponent(x, y), PositionComponent.class);
// add texture component to draw texture
powerupEntity.addComponent(new DrawTextureComponent(texture, texture.getWidth() / 2, texture.getHeight() / 2),
DrawTextureComponent.class);
// add collision component, so entity can collide with other space
// shuttles or meteorites
powerupEntity.addComponent(new CollisionComponent(), CollisionComponent.class);
powerupEntity.getComponent(CollisionComponent.class)
.addInnerShape(new CCircle(texture.getWidth() / 2, texture.getHeight() / 2, texture.getWidth() / 2));
//avoid camera shake on collision and sounds on collision
powerupEntity.addComponent(new AvoidCollisionCameraShakeComponent(), AvoidCollisionCameraShakeComponent.class);
powerupEntity.addComponent(new AvoidCollisionSoundComponent(), AvoidCollisionSoundComponent.class);
return powerupEntity;
}