本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader类的典型用法代码示例。如果您正苦于以下问题:Java ParticleEffectLoader类的具体用法?Java ParticleEffectLoader怎么用?Java ParticleEffectLoader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。
ParticleEffectLoader类属于com.badlogic.gdx.graphics.g3d.particles包,在下文中一共展示了ParticleEffectLoader类的10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: FlameMain
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //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2: openEffect
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
public ParticleEffect openEffect (File file, boolean replaceCurrentWorkspace) {
try {
ParticleEffect loadedEffect = load(file.getAbsolutePath(), ParticleEffect.class, null,
new ParticleEffectLoader.ParticleEffectLoadParameter(particleSystem.getBatches()));
loadedEffect = loadedEffect.copy();
loadedEffect.init();
if(replaceCurrentWorkspace){
effect = loadedEffect;
controllersData.clear();
particleSystem.removeAll();
particleSystem.add(effect);
for(ParticleController controller : effect.getControllers())
controllersData.add(new ControllerData(controller));
rebuildActiveControllers();
}
reloadRows();
return loadedEffect;
} catch (Exception ex) {
System.out.println("Error loading effect: " + file.getAbsolutePath());
ex.printStackTrace();
JOptionPane.showMessageDialog(this, "Error opening effect.");
}
return null;
}
示例3: processAssets
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
private void processAssets(Array<Asset> assets) {
for (Asset asset : assets) {
if (asset.isType(ParticleEffect.class)) {
ParticleRenderingSystem particleRenderingSystem = entities.getEntitySystem(ParticleRenderingSystem.class);
asset.parameters = new ParticleEffectLoader.ParticleEffectLoadParameter(particleRenderingSystem.getParticleSystem().getBatches());
}
}
}
示例4: initManager
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
private void initManager() {
particleManager = new AssetManager();
ParticleEffectLoader.ParticleEffectLoadParameter loadParam = new ParticleEffectLoader.ParticleEffectLoadParameter(particleSystem.getBatches());
ParticleEffectLoader loader = new ParticleEffectLoader(new InternalFileHandleResolver());
particleManager.setLoader(ParticleEffect.class, loader);
particleManager.load(Particles.PARTICLE_CLOUD_PUFF, ParticleEffect.class, loadParam);
particleManager.load(Particles.PARTICLE_CAVE_DUST, ParticleEffect.class, loadParam);
particleManager.finishLoading();
}
示例5: GameScene
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
public GameScene(ModelLoader.ModelParameters modelParameters,
TextureLoader.TextureParameter textureParameter,
ParticleEffectLoader.ParticleEffectLoadParameter pfxParameter,
String pfxPath, String modelPath, String modelExt, ObjectMap<String, GameObjectBlueprint> sharedBlueprints) {
this.sharedBlueprints = sharedBlueprints;
this.assets = new BlenderAssetManager(modelParameters, textureParameter, pfxParameter,
pfxPath, modelPath, modelExt);
}
示例6: GameSceneManager
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
public GameSceneManager(ModelLoader.ModelParameters modelParameters,
TextureLoader.TextureParameter textureParameter,
ParticleEffectLoader.ParticleEffectLoadParameter pfxParameter,
String pfxPath, String modelPath, String modelExt) {
this.modelPath = modelPath;
this.modelExt = modelExt;
this.pfxPath = pfxPath;
this.modelParameters = modelParameters;
this.textureParameter = textureParameter;
this.pfxParameter = pfxParameter;
}
示例7: BlenderAssetManager
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
public BlenderAssetManager(
ModelLoader.ModelParameters modelParameters,
TextureLoader.TextureParameter textureParameter,
ParticleEffectLoader.ParticleEffectLoadParameter pfxParameter,
String pfxPath, String modelPath, String modelExt) {
this.modelExt = modelExt;
this.modelPath = modelPath;
this.pfxPath = pfxPath;
this.modelParameters = modelParameters;
this.textureParameter = textureParameter;
this.pfxParameter = pfxParameter;
}
示例8: saveEffect
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
public void saveEffect (File file) {
Writer fileWriter = null;
try {
ParticleEffectLoader loader = (ParticleEffectLoader)assetManager.getLoader(ParticleEffect.class);
loader.save(effect, new ParticleEffectSaveParameter(new FileHandle(file.getAbsolutePath()), assetManager, particleSystem.getBatches()));
} catch (Exception ex) {
System.out.println("Error saving effect: " + file.getAbsolutePath());
ex.printStackTrace();
JOptionPane.showMessageDialog(this, "Error saving effect.");
} finally {
StreamUtils.closeQuietly(fileWriter);
}
}
示例9: loadParticleEffects
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
public static void loadParticleEffects(ParticleSystem particleSystem) {
ParticleEffectLoader.ParticleEffectLoadParameter loadParam = new ParticleEffectLoader.ParticleEffectLoadParameter(particleSystem.getBatches());
ParticleEffectLoader loader = new ParticleEffectLoader(new InternalFileHandleResolver());
manager.setLoader(ParticleEffect.class, loader);
manager.load("particle/bullet-hit.pfx", ParticleEffect.class, loadParam);
manager.load("particle/blue-explosion.pfx", ParticleEffect.class, loadParam);
manager.finishLoading();
}
示例10: initParticles
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader; //导入依赖的package包/类
private void initParticles() {
// particles
particleSystem = ParticleSystem.get();
particleSpriteBatch = new BillboardParticleBatch();
particleSpriteBatch.setCamera(camera);
particleSystem.add(particleSpriteBatch);
assetManager = new AssetManager();
ParticleEffectLoader.ParticleEffectLoadParameter loadParam = new ParticleEffectLoader.ParticleEffectLoadParameter(particleSystem.getBatches());
ParticleEffectLoader loader = new ParticleEffectLoader(new InternalFileHandleResolver());
assetManager.setLoader(ParticleEffect.class, loader);
assetManager.load("particles/3D/rocket_thruster.pfx", ParticleEffect.class, loadParam);
assetManager.load("particles/3D/rocket_explosion.pfx", ParticleEffect.class, loadParam);
assetManager.load("particles/3D/planet_portal.pfx", ParticleEffect.class, loadParam);
assetManager.finishLoading();
effectThrust = new ParticleEffect[3];
effectThrust[0] = ((ParticleEffect) assetManager.get("particles/3D/rocket_thruster.pfx")).copy();
effectThrust[1] = ((ParticleEffect) assetManager.get("particles/3D/rocket_thruster.pfx")).copy();
effectThrust[2] = ((ParticleEffect) assetManager.get("particles/3D/rocket_thruster.pfx")).copy();
effectExplosion = ((ParticleEffect) assetManager.get("particles/3D/rocket_explosion.pfx")).copy();
effectPortal = ((ParticleEffect) assetManager.get("particles/3D/planet_portal.pfx")).copy();
effectExplosion.init();
for (ParticleEffect e : effectThrust) {
e.init();
e.start();
particleSystem.add(e);
}
effectPortal.init();
effectPortal.start();
effectPortal.translate(new Vector3(-30, 0, 135));
effectPortal.rotate(Vector3.Z, 90);
effectPortal.rotate(Vector3.X, 30);
effectPortal.scale(2f, 2f, 2f);
particleSystem.add(effectPortal);
}