本文整理汇总了Java中com.badlogic.gdx.math.Interpolation类的典型用法代码示例。如果您正苦于以下问题:Java Interpolation类的具体用法?Java Interpolation怎么用?Java Interpolation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。
Interpolation类属于com.badlogic.gdx.math包,在下文中一共展示了Interpolation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: tryToTransition
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
private void tryToTransition(float delta) {
if(focus) {
elapsed += delta;
float progress = Math.min(1f, elapsed / lifetime);
gameCamera.position.x = Interpolation.circleOut.apply(startX, targetX, progress);
gameCamera.update();
starCamera.position.x = Interpolation.circleOut.apply(startStarX, targetStarX, progress);
starCamera.update();
if(progress == 1) {
focus = false;
}
}
}
示例2: showConfig
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
public void showConfig(Tile tile){
configTile = tile;
table.clear();
tile.block().buildTable(tile, table);
table.pack();
table.setTransform(true);
table.actions(Actions.scaleTo(0f, 1f), Actions.visible(true),
Actions.scaleTo(1f, 1f, 0.07f, Interpolation.pow3Out));
table.update(()->{
table.setOrigin(Align.center);
Vector2 pos = Graphics.screen(tile.worldx() + tile.block().getPlaceOffset().x, tile.worldy() + tile.block().getPlaceOffset().y);
table.setPosition(pos.x, pos.y, Align.center);
if(configTile == null || configTile.block() == Blocks.air){
hideConfig();
}
});
}
示例3: addLogo
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
public void addLogo() {
// approximate percentage of screen size with logo. Use rounded numbers to keep the logo crisp.
float zoom = Anims.scaleToScreenRounded(0.8f, FeatureScreenAssetSystem.LOGO_WIDTH);
Anims.createCenteredAt(
FeatureScreenAssetSystem.LOGO_WIDTH,
FeatureScreenAssetSystem.LOGO_HEIGHT,
"logo",
zoom)
.tint(COLOR_LOGO_FADED)
.script(
scaleBetween(zoom * 2, zoom, 2f, Interpolation.bounceOut),
tween(new Tint(COLOR_LOGO_FADED), new Tint(COLOR_LOGO_FULL), 2f, Interpolation.fade)
);
}
示例4: process
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
protected void process(E e) {
if ( Gdx.input.isKeyJustPressed(Input.Keys.F9) ) lockCamera = !lockCamera;
if ( lockCamera) return;
if (e.wallSensorOnFloor() || e.wallSensorOnPlatform()) {
float newTargetY = myAnimRenderSystem.roundToPixels(e.posY());
if (targetY != newTargetY) {
sourceY = (int) cameraSystem.camera.position.y;
targetY = (int) newTargetY;
cooldown = 0f;
}
}
if (cooldown <= 1F) {
cooldown += world.delta*2f;
if (cooldown > 1f) cooldown = 1f;
cameraSystem.camera.position.y = myAnimRenderSystem.roundToPixels(Interpolation.pow2Out.apply(sourceY,targetY, cooldown)); }
cameraSystem.camera.position.x = myAnimRenderSystem.roundToPixels(e.posX());
cameraSystem.camera.update();
float maxDistance = (Gdx.graphics.getHeight() / G.CAMERA_ZOOM) * 0.5F * 0.6f;
if ( e.posY() < cameraSystem.camera.position.y - maxDistance) {
cameraSystem.camera.position.y = e.posY() + maxDistance;
cameraSystem.camera.update();
}
}
示例5: draw
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
public void draw(SpriteBatch batch) {
// If we beat a new record, the cup color will linear interpolate to the high score color
cupColor.lerp(isNewRecord() ? Klooni.theme.highScore : Klooni.theme.currentScore, 0.05f);
batch.setColor(cupColor);
batch.draw(cupTexture, cupArea.x, cupArea.y, cupArea.width, cupArea.height);
int roundShown = MathUtils.round(shownScore);
if (roundShown != currentScore) {
shownScore = Interpolation.linear.apply(shownScore, currentScore, 0.1f);
currentScoreLabel.setText(Integer.toString(MathUtils.round(shownScore)));
}
currentScoreLabel.setColor(Klooni.theme.currentScore);
currentScoreLabel.draw(batch, 1f);
highScoreLabel.setColor(Klooni.theme.highScore);
highScoreLabel.draw(batch, 1f);
}
示例6: hide
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
private void hide() {
shown = false;
hiding = true;
Gdx.input.setInputProcessor(lastInputProcessor);
addAction(Actions.sequence(
Actions.moveTo(0, Gdx.graphics.getHeight(), 0.5f, Interpolation.swingIn),
new RunnableAction() {
@Override
public void run() {
hiding = false;
}
}
));
scorer.resume();
}
示例7: draw
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
public void draw(Batch batch) {
age += Gdx.graphics.getDeltaTime();
final float progress = age * INV_LIFETIME;
final float currentSize = Interpolation.pow2In.apply(size, 0, progress);
final float currentRotation = Interpolation.sine.apply(0, TOTAL_ROTATION, progress);
final Matrix4 original = batch.getTransformMatrix().cpy();
final Matrix4 rotated = batch.getTransformMatrix();
final float disp =
+ 0.5f * (size - currentSize) // the smaller, the more we need to "push" to center
+ currentSize * 0.5f; // center the cell for rotation
rotated.translate(pos.x + disp, pos.y + disp, 0);
rotated.rotate(0, 0, 1, currentRotation);
rotated.translate(currentSize * -0.5f, currentSize * -0.5f, 0); // revert centering for rotation
batch.setTransformMatrix(rotated);
Cell.draw(color, batch, 0, 0, currentSize);
batch.setTransformMatrix(original);
}
示例8: draw
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
public void draw(Batch batch) {
vanishElapsed += Gdx.graphics.getDeltaTime();
// Update the size as we fade away
final float progress = vanishElapsed * INV_LIFETIME;
vanishSize = Interpolation.fade.apply(size, 0, progress);
// Fade away depending on the time
vanishColor.set(vanishColor.r, vanishColor.g, vanishColor.b, 1.0f - progress);
// Ghostly fade upwards, by doing a lerp from our current position to the wavy one
pos.x = MathUtils.lerp(
pos.x,
originalX + MathUtils.sin(randomOffset + vanishElapsed * 3f) * driftMagnitude,
0.3f
);
pos.y += UP_SPEED * Gdx.graphics.getDeltaTime();
Cell.draw(vanishColor, batch, pos.x, pos.y, vanishSize);
}
示例9: draw
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
public void draw(Batch batch) {
vanishElapsed += Gdx.graphics.getDeltaTime();
// vanishElapsed might be < 0 (delay), so clamp to 0
float progress = Math.min(1f,
Math.max(vanishElapsed, 0f) / vanishLifetime);
// If one were to plot the elasticIn function, they would see that the slope increases
// a lot towards the end- a linear interpolation between the last size + the desired
// size at 20% seems to look a lot better.
vanishSize = MathUtils.lerp(
vanishSize,
Interpolation.elasticIn.apply(cell.size, 0, progress),
0.2f
);
float centerOffset = cell.size * 0.5f - vanishSize * 0.5f;
Cell.draw(vanishColor, batch, cell.pos.x + centerOffset, cell.pos.y + centerOffset, vanishSize);
}
示例10: onApply
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
protected void onApply (Glyph glyph, int localIndex) {
// Calculate progress
float progressModifier = (1f / intensity) * DEFAULT_INTENSITY;
float normalFrequency = (1f / frequency) * DEFAULT_FREQUENCY;
float progressOffset = localIndex / normalFrequency;
float progress = calculateProgress(progressModifier, progressOffset);
// Calculate offset
float y = getLineHeight() * distance * Interpolation.sine.apply(-1, 1, progress) * DEFAULT_DISTANCE;
// Calculate fadeout
float fadeout = calculateFadeout();
y *= fadeout;
// Apply changes
glyph.yoffset += y;
}
示例11: onApply
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
protected void onApply (Glyph glyph, int localIndex) {
// Calculate progress
float progressModifier = (1f / intensity) * DEFAULT_INTENSITY;
float normalFrequency = (1f / frequency) * DEFAULT_FREQUENCY;
float progressOffset = localIndex / normalFrequency;
float progress = calculateProgress(progressModifier, -progressOffset, false);
// Calculate offset
float interpolation = 0;
float split = 0.2f;
if (progress < split) {
interpolation = Interpolation.pow2Out.apply(0, 1, progress / split);
} else {
interpolation = Interpolation.bounceOut.apply(1, 0, (progress - split) / (1f - split));
}
float y = getLineHeight() * distance * interpolation * DEFAULT_DISTANCE;
// Calculate fadeout
float fadeout = calculateFadeout();
y *= fadeout;
// Apply changes
glyph.yoffset += y;
}
示例12: render
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
public void render(float deltaTime){
if (elapsed >= fadeTime)
return;
if (delay > 0){
delay -= deltaTime;
}
GL20 gl = Gdx.gl20;
gl.glEnable(GL20.GL_BLEND);
gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
color.a = delay > 0 ? 1f : 1f - Interpolation.fade.apply( elapsed / fadeTime);
if (shader==null)
createShader();
shader.begin();
shader.setUniformf(u_color, color);
mesh.render(shader, GL20.GL_TRIANGLE_FAN);
shader.end();
if (delay <= 0)
elapsed += deltaTime;
}
示例13: setUpSkinImages
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
public void setUpSkinImages() {
skinImage = new Image(skins.get(position).getTextureRegion());
skinImageRotation = new Image(skins.get(position).getTextureRegion());
skinImage.setSize(3f, 3f);
skinImage.setOrigin(skinImage.getWidth() / 2, skinImage.getHeight() / 2);
skinImage.setPosition(Constants.WIDTH / 3 - skinImage.getWidth() / 2, Constants.HEIGHT / 2);
skinImageRotation.setSize(3f, 3f);
skinImageRotation.setOrigin(skinImageRotation.getWidth() / 2, skinImageRotation.getHeight() / 2);
skinImageRotation.setPosition(Constants.WIDTH * 2 / 3 - skinImageRotation.getWidth() / 2, Constants.HEIGHT / 2);
SequenceAction rotateAction = new SequenceAction();
rotateAction.addAction(Actions.rotateBy(360, 0.5f, Interpolation.linear));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(rotateAction);
skinImageRotation.addAction(infiniteLoop);
stage.addActor(skinImageRotation);
stage.addActor(skinImage);
}
示例14: trustEffect
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
private void trustEffect() {
// work towards full thrust.
if (active) {
timer += world.delta * 0.25f;
timer = MathUtils.clamp(timer, 0f, 1f);
speedFactor = Interpolation.exp5.apply(timer * 0.6f);
if (playSoundState == 0) {
playSoundState = 1;
}
} else {
timer -= world.delta * 0.25f;
timer = MathUtils.clamp(timer, 0f, 1f);
speedFactor = Interpolation.exp5.apply(timer * 0.6f);
if (playSoundState == 1) {
playSoundState = 0;
}
}
}
示例15: processSystem
import com.badlogic.gdx.math.Interpolation; //导入依赖的package包/类
@Override
protected void processSystem() {
if (cooldown > 0 && !G.DEBUG_SKIP_INTRO) {
if ( cooldown < 2f ) {
starEffectSystem.active=false;
}
starEffectSystem.active = true;
cooldown -= world.delta;
if (cooldown < 0) cooldown = 0;
camera.position.y = Interpolation.pow2In.apply(y, y + G.SCREEN_HEIGHT / 2, MathUtils.clamp(cooldown / VISIBLE_FOCUS_COOLDOWN,0f,1f));
camera.update();
} else {
if ( !introDone ) {
introDone=true;
gameScreenAssetSystem.playMusicInGame();
}
starEffectSystem.active = false;
}
super.processSystem();
}