本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.actions.RepeatAction类的典型用法代码示例。如果您正苦于以下问题:Java RepeatAction类的具体用法?Java RepeatAction怎么用?Java RepeatAction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。
RepeatAction类属于com.badlogic.gdx.scenes.scene2d.actions包,在下文中一共展示了RepeatAction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: shouldParseSpriteView
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
@Test
@NeedGL
public void shouldParseSpriteView() throws Exception {
CocoStudioUIEditor editor = new CocoStudioUIEditor(
Gdx.files.internal("animation/MainScene.json"), null, null, null, null);
Group group = editor.createGroup();
Image image = group.findActor("st_2");
Array<Action> actions = image.getActions();
assertThat(actions.size, is(1));
RepeatAction repeatAction = (RepeatAction) actions.get(0);
ParallelAction parallelAction = (ParallelAction) repeatAction.getAction();
assertThat(parallelAction.getActions().size, is(3));
assertThat(parallelAction.getActions(), (Matcher) everyItem(instanceOf(SequenceAction.class)));
SequenceAction moveAction = (SequenceAction) parallelAction.getActions().get(0);
SequenceAction scaleAction = (SequenceAction) parallelAction.getActions().get(1);
assertThat(moveAction.getActions().size, is(4));
assertThat(moveAction.getActions(), (Matcher) everyItem(instanceOf(MoveToAction.class)));
assertThat(scaleAction.getActions().size, is(4));
assertThat(scaleAction.getActions(), (Matcher) everyItem(instanceOf(ScaleToAction.class)));
}
示例2: addBackgroundExtension
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
private void addBackgroundExtension() {
Image stobottom = new Image(new TextureRegion(manager.getAssetsExtension().getTexture(NameFiles.imageArrowBottom)));
stobottom.setSize(Gdx.graphics.getWidth() * 0.1f, Gdx.graphics.getWidth() * 0.22f);
stobottom.setPosition(Gdx.graphics.getWidth() / 2 - stobottom.getWidth() / 2, Gdx.graphics.getHeight() * 0.74f);
Image selectroomtext = new Image(new TextureRegion(manager.getAssetsExtension().getTexture(NameFiles.txtSelectExtension)));
selectroomtext.setSize(Gdx.graphics.getWidth() * 0.44f, Gdx.graphics.getHeight() * 0.12f);
selectroomtext.setPosition(Gdx.graphics.getWidth() / 2 - selectroomtext.getWidth() / 2, Gdx.graphics.getHeight() * 0.815f);
RepeatAction repeatActioan = new RepeatAction();
MoveToAction fadedown = new MoveToAction();
fadedown.setPosition(Gdx.graphics.getWidth() / 2 - stobottom.getWidth() / 2, Gdx.graphics.getHeight() * 0.71f);
fadedown.setDuration(0.5f);
MoveToAction fadeup = new MoveToAction();
fadeup.setPosition(Gdx.graphics.getWidth() / 2 - stobottom.getWidth() / 2, Gdx.graphics.getHeight() * 0.74f);
fadeup.setDuration(1f);
repeatActioan.setAction(new SequenceAction(fadedown, fadeup));
repeatActioan.setCount(RepeatAction.FOREVER);
stobottom.addAction(repeatActioan);
groupBtn = new Group();
groupBtn.addActor(stobottom);
groupBtn.addActor(selectroomtext);
}
示例3: setUpSkinImages
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //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4: createPuls
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
public Group createPuls(float x, float y){
grPuls = new Group();
Texture txt = managerAssets.getAssetsTutorial().getTexture(NameFiles.circlePulsTutorial);
Image image = new Image(new TextureRegion(txt));
Vector2 crop = Scaling.fit.apply(txt.getWidth(),txt.getHeight(),WIDTH,HEIGHT);
image.setSize(crop.x * 0.135f, crop.y * 0.135f);
image.setPosition(x, y);
grPuls.addActor(image);
txt = managerAssets.getAssetsTutorial().getTexture(NameFiles.PulsCircleScalable);
Image puls = new Image(new TextureRegion(txt));
crop = Scaling.fit.apply(txt.getWidth(),txt.getHeight(),WIDTH,HEIGHT);
puls.setPosition(image.getRight() - image.getWidth() / 2, image.getTop() - image.getHeight() / 2);
puls.setSize(1, 1);
MoveToAction move = new MoveToAction();
move.setDuration(1);
move.setPosition(image.getRight() - image.getWidth() / 2 - crop.x*0.085f, image.getTop() - image.getHeight() / 2 - crop.y*0.085f);
MoveToAction mo = new MoveToAction();
mo.setDuration(0);
mo.setPosition(image.getRight() - image.getWidth() / 2, image.getTop() - image.getHeight() / 2);
ScaleToAction scale = new ScaleToAction();
scale.setScale(WIDTH*0.17f);
scale.setDuration(1);
ScaleToAction sc = new ScaleToAction();
sc.setDuration(0);
sc.setScale(0);
RepeatAction repeat = new RepeatAction();
repeat.setCount(RepeatAction.FOREVER);
repeat.setAction(new SequenceAction(scale, sc));
puls.addAction(repeat);
RepeatAction r = new RepeatAction();
r.setCount(RepeatAction.FOREVER);
r.setAction(new SequenceAction(move, mo));
puls.addAction(r);
grPuls.addActor(puls);
return grPuls;
}
示例5: ScreenLoading
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
public ScreenLoading(GameManager game) {
gameManager = game;
assets = ManagerAssets.getInstance();
MoveToAction mred = new MoveToAction();
mred.setPosition(Width , -Height);
mred.setDuration(2f);
MoveToAction mred1 = new MoveToAction();
mred1.setPosition(-Width , Height);
mred1.setDuration(0);
translatered = new RepeatAction();
translatered.setCount(RepeatAction.FOREVER);
translatered.setAction(new SequenceAction(new DelayAction(0.0f), mred,mred1, new DelayAction(4.0f)));
MoveToAction mgreen = new MoveToAction();
mgreen.setPosition(Width , -Height );
mgreen.setDuration(2f);
MoveToAction mgreen1 = new MoveToAction();
mgreen1.setPosition(-Width , Height);
mgreen1.setDuration(0);
translategreen = new RepeatAction();
translategreen.setCount(RepeatAction.FOREVER);
translategreen.setAction(new SequenceAction(new DelayAction(2.0f), mgreen,mgreen1, new DelayAction(4.0f)));
MoveToAction mblue = new MoveToAction();
mblue.setPosition(Width , -Height);
mblue.setDuration(2f);
MoveToAction mblue1 = new MoveToAction();
mblue1.setPosition(-Width , Height);
mblue1.setDuration(0);
translateblue = new RepeatAction();
translateblue.setCount(RepeatAction.FOREVER);
translateblue.setAction(new SequenceAction(new DelayAction(4.0f), mblue,mblue1,new DelayAction(4.0f)));
}
示例6: spinnerRotateAction
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
private void spinnerRotateAction() {
SequenceAction rotateAction = new SequenceAction();
rotateAction.addAction(Actions.rotateBy(360, 0.5f, Interpolation.linear));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(rotateAction);
this.addAction(infiniteLoop);
}
示例7: setOnStateImageAction
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
public RepeatAction setOnStateImageAction(float duration) {
SequenceAction sequenceAction = new SequenceAction();
sequenceAction.addAction(Actions.scaleTo(1.3f, 1.3f, duration));
sequenceAction.addAction(Actions.scaleTo(1f, 1f, duration));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(sequenceAction);
return infiniteLoop;
}
示例8: Blink
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
public Blink(float fadeTime, float stopTime){
setCount(RepeatAction.FOREVER);
Action blinkSequence = Actions.sequence(
Actions.alpha(0, fadeTime),
Actions.delay(stopTime),
Actions.alpha(1, fadeTime),
Actions.delay(stopTime));
setAction(blinkSequence);
}
示例9: EngineThinkingImage
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
/**
* A spinning icon that tells the user the engine is currently processing
* the next move.
*
* @param skin
*/
public EngineThinkingImage(Skin skin) {
super(skin, MenuSkin.IMG_LOADING_ICON);
RepeatAction mSpinAction = new RepeatAction();
mSpinAction.setCount(RepeatAction.FOREVER);
mSpinAction.setAction(Actions.rotateBy(-360.0f, 1.0f));
setOrigin(getWidth() / 2, getHeight() / 2);
addAction(mSpinAction);
setVisible(false);
}
示例10: changeGameState
import com.badlogic.gdx.scenes.scene2d.actions.RepeatAction; //导入依赖的package包/类
public void changeGameState(GameState state) {
switch (state) {
case RESUME:
this.state = GameState.RESUME;
onPause.setVisible(false);
onResume.setVisible(true);
pauseButton.setVisible(true);
break;
case RUN:
onResume.setVisible(false);
this.state = GameState.RUN;
isFirstClick = false;
break;
case PAUSE:
this.state = GameState.PAUSE;
onPause.setVisible(true);
onResume.setVisible(false);
break;
case FINISH:
audioManager.playSound(audioManager.getGameoverSound());
onFinish.setVisible(true);
pauseButton.setVisible(false);
playButton.setVisible(true);
if (!isRelife) {
videoButton.setVisible(true);
bonusLabel.setVisible(true);
}
homeButton.setVisible(true);
moneyLabel.setText(" " + SCORE);
moneyLabel.setVisible(true);
moneyImage.setVisible(true);
moneyImage.setX(moneyLabel.getX() + moneyLabel.getText().length + 0.7f);
moneyImage.addAction(Actions.rotateBy(22.5f));
SequenceAction sequenceAction = new SequenceAction();
sequenceAction.addAction(Actions.rotateBy(-45, 0.4f, Interpolation.linear));
sequenceAction.addAction(Actions.rotateBy(45, 0.4f, Interpolation.linear));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(sequenceAction);
moneyImage.addAction(infiniteLoop);
if (SCORE > preferences.getMaxScore()) {
scoreLabel.setText(" New record! \n" + "Score:" + SCORE);
} else {
scoreLabel.setText("Score:" + SCORE + '\n' + "Best:" + preferences.getMaxScore());
}
FlappySpinner.gameManager.submitScore(SCORE);
preferences.setMaxScore(SCORE);
scoreLabel.addAction(Actions.moveTo(Constants.WIDTH / 3 - 1 + scoreLabel.getWidth() / 2, onFinish.getY() + onFinish.getHeight() * 1.3f + 0.1f, 0.6f, Interpolation.linear));
preferences.setUserMoney(preferences.getUserMoney() + SCORE);
break;
}
}