本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.SpriteCache类的典型用法代码示例。如果您正苦于以下问题:Java SpriteCache类的具体用法?Java SpriteCache怎么用?Java SpriteCache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。
SpriteCache类属于com.badlogic.gdx.graphics.g2d包,在下文中一共展示了SpriteCache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: create
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void create () {
cam = new OrthographicCamera(480, 320);
cam.position.set(WIDTH * 32 / 2, HEIGHT * 32 / 2, 0);
camController = new OrthoCamController(cam);
Gdx.input.setInputProcessor(camController);
texture = new Texture(Gdx.files.internal("data/tiles.png"));
Random rand = new Random();
for (int i = 0; i < LAYERS; i++) {
caches[i] = new SpriteCache();
SpriteCache cache = caches[i];
cache.beginCache();
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
int tileX = rand.nextInt(5);
int tileY = rand.nextInt(5);
cache.add(texture, x << 5, y << 5, 1 + tileX * 33, 1 + tileY * 33, 32, 32);
}
}
layers[i] = cache.endCache();
}
}
示例2: render
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
cam.update();
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
for (int i = 0; i < LAYERS; i++) {
SpriteCache cache = caches[i];
cache.setProjectionMatrix(cam.combined);
cache.begin();
for (int j = 0; j < TILES_PER_LAYER; j += BLOCK_TILES) {
cache.draw(layers[i], j, BLOCK_TILES);
}
cache.end();
}
if (TimeUtils.nanoTime() - startTime >= 1000000000) {
Gdx.app.log("TileTest", "fps: " + Gdx.graphics.getFramesPerSecond());
startTime = TimeUtils.nanoTime();
}
}
示例3: create
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
public void create () {
texture = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));
Sprite sprite = new Sprite(texture);
sprite.setSize(tileSize, tileSize);
cache = new SpriteCache(1000, false);
for (int y = 0; y < tileMapHeight; y++) {
cache.beginCache();
for (int x = 0; x < tileMapWidth; x++) {
sprite.setPosition(x * tileSize, y * tileSize);
cache.add(sprite);
}
cache.endCache();
sprite.rotate90(true);
}
}
示例4: GameGridRenderer
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
public GameGridRenderer(GameGrid gameGrid, OrthographicCamera camera) {
this.gameGrid = gameGrid;
this.camera = camera;
renderTintColor = Color.WHITE;
shouldRenderGridLines = false;
shapeRenderer = new ShapeRenderer();
transitLines = Lists.newArrayList();
activeOverlay = null;
makeOverlayFunctions();
spriteCache = new SpriteCache();
gameGrid.events().register(this);
}
示例5: render
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch, SpriteCache spriteCache, Color renderTintColor) {
if (animation != null) {
if (isPlaying) {
animationTime += Gdx.graphics.getDeltaTime();
if (animationTime >= animation.animationDuration) {
endPlayback();
} else {
Vector2 worldCenter = getWorldCenter();
spriteBatch.draw(animation.getKeyFrame(animationTime, false), worldCenter.x - 53.5f * getGridScale(), worldCenter.y - 19 * getGridScale(),
107 * getGridScale(), 44 * getGridScale());
}
}
}
if (!isPlaying && movie == null && getEmploymentLevel() > 0f) {
long millis = System.currentTimeMillis();
if (nextShowTime <= millis) {
loadMovie();
}
}
super.render(spriteBatch, spriteCache, renderTintColor);
}
示例6: render
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
public void render(SpriteBatch spriteBatch, SpriteCache spriteCache, Color renderTintColor) {
Sprite sprite = getSprite();
if (sprite != null) {
sprite.setColor(renderColor);
sprite.setPosition(worldPosition.x, worldPosition.y);
sprite.setSize(worldSize.x, worldSize.y);
if (shouldUseSpriteCache()) {
spriteCache.beginCache();
spriteCache.add(sprite);
setSpriteCacheId(spriteCache.endCache());
} else {
sprite.draw(spriteBatch);
}
}
}
示例7: create
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void create () {
cam = new OrthographicCamera(480, 320);
camController = new OrthoCamController(cam);
Gdx.input.setInputProcessor(camController);
renderer = new ShapeRenderer();
texture = new Texture(Gdx.files.internal("data/isotile.png"));
Random rand = new Random();
for (int i = 0; i < LAYERS; i++) {
caches[i] = new SpriteCache();
SpriteCache cache = caches[i];
cache.beginCache();
int colX = HEIGHT * TILE_WIDTH / 2 - TILE_WIDTH / 2;
int colY = BOUND_Y - TILE_HEIGHT_DIAMOND;
for (int x = 0; x < WIDTH; x++) {
for (int y = 0; y < HEIGHT; y++) {
int tileX = colX - y * TILE_WIDTH / 2;
int tileY = colY - y * TILE_HEIGHT_DIAMOND / 2;
cache.add(texture, tileX, tileY, rand.nextInt(2) * 54, 0, TILE_WIDTH, TILE_HEIGHT);
}
colX += TILE_WIDTH / 2;
colY -= TILE_HEIGHT_DIAMOND / 2;
}
layers[i] = cache.endCache();
}
}
示例8: dispose
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void dispose () {
renderer.dispose();
texture.dispose();
for (SpriteCache cache : caches)
cache.dispose();
}
示例9: render
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void render () {
Gdx.gl.glClearColor(0.7f, 0.7f, 0.7f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
cam.update();
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
for (int i = 0; i < LAYERS; i++) {
SpriteCache cache = caches[i];
cache.setProjectionMatrix(cam.combined);
cache.begin();
cache.draw(layers[i]);
cache.end();
}
renderer.setProjectionMatrix(cam.combined);
renderer.begin(ShapeType.Line);
renderer.setColor(1, 0, 0, 1);
renderer.line(0, 0, 500, 0);
renderer.line(0, 0, 0, 500);
renderer.setColor(0, 0, 1, 1);
renderer.line(0, BOUND_Y, BOUND_X, BOUND_Y);
renderer.setColor(0, 0, 1, 1);
renderer.line(BOUND_X, 0, BOUND_X, BOUND_Y);
renderer.end();
}
示例10: render
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch, SpriteCache spriteCache, Color renderTintColor) {
super.render(spriteBatch, spriteCache, renderTintColor);
if (activeVehicleTexture != null) {
spriteBatch.setColor(Color.WHITE);
spriteBatch.draw(activeVehicleTexture, getWorldCenter().x - activeVehicleTexture.getRegionWidth() / 2,
getWorldCenter().y - activeVehicleTexture.getRegionHeight() / 2);
}
}
示例11: render
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch, SpriteCache spriteCache, Color renderTintColor) {
// stairs need to support overflowing into adjacent cells.
if (sprite != null) {
sprite.setColor(renderColor);
sprite.setPosition(position.getWorldX(), position.getWorldY());
sprite.draw(spriteBatch);
}
}
示例12: OrthogonalTileLayerRenderer
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
public OrthogonalTileLayerRenderer(TiledMap tiledMap, boolean cacheLayers) {
super();
this.cacheLayers = cacheLayers;
this.tiledMap = tiledMap;
if (cacheLayers) {
layerCache = new SpriteCache(5000, true);
layerCacheIds = new HashMap<Integer, Integer>();
}
mapClip = new TiledMapRenderArea();
tmpClip = new TiledMapRenderArea();
}
示例13: drawSpriteCache
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
@Override
public void drawSpriteCache(SpriteCache spriteCache, int cacheId) {
beginRendering();
spriteCache.getProjectionMatrix().set(spriteBatch.getProjectionMatrix().cpy());
spriteCache.getTransformMatrix().set(spriteBatch.getTransformMatrix().cpy());
Gdx.gl.glEnable(GL20.GL_BLEND);
spriteCache.begin();
spriteCache.draw(cacheId);
spriteCache.end();
}
示例14: OrthoCachedTiledMapRenderer
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
/** @param cacheSize The maximum number of tiles that can be cached. */
public OrthoCachedTiledMapRenderer (TiledMap map, float unitScale, int cacheSize) {
this.map = map;
this.unitScale = unitScale;
spriteCache = new SpriteCache(cacheSize, true);
}
示例15: getSpriteCache
import com.badlogic.gdx.graphics.g2d.SpriteCache; //导入依赖的package包/类
public SpriteCache getSpriteCache () {
return spriteCache;
}