本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Label类的典型用法代码示例。如果您正苦于以下问题:Java Label类的具体用法?Java Label怎么用?Java Label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。
Label类属于com.badlogic.gdx.scenes.scene2d.ui包,在下文中一共展示了Label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: updatePlayerSlot
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
private Table updatePlayerSlot(Table t, Player p) {
t.clear();
if (p == null) {
t.add().width(25);
t.add(new Label(" -- Frei -- ", skin)).width(350);
t.add().width(50);
} else {
t.add().width(25); // Icon
t.add(new Label(p.getName() + " " + p.getSurname() + " ", skin))
.width(350);
t.add().width(25); // Bereit
t.add().width(25); // Kicken
}
return t;
}
示例2: setupRedDiceOption
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
private Table setupRedDiceOption(int diceNumber) {
Table redDiceOption = new Table();
redDiceOption.setBackground(redBackground);
redDiceOption.add(new Label("" + diceNumber, CatanGame.skin));
redDiceOption.setTouchable(Touchable.enabled);
redDiceOption.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if (chosenRedDice == diceNumber) {
System.out.println("discard choice of " + diceNumber);
chosenRedDice = 0;
enableAllTouchablesRed();
} else {
System.out.println("choose " + diceNumber);
chosenRedDice = diceNumber;
disableAllTouchablesRed();
redDiceOption.setTouchable(Touchable.enabled);
redDiceOption.setBackground(redBackground);
}
}
});
return redDiceOption;
}
示例3: setupYellowDiceOption
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
private Table setupYellowDiceOption(int diceNumber) {
Table yellowDiceOption = new Table();
yellowDiceOption.setBackground(yellowBackground);
yellowDiceOption.add(new Label("" + diceNumber, CatanGame.skin));
yellowDiceOption.setTouchable(Touchable.enabled);
yellowDiceOption.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if (chosenYellowDice == diceNumber) {
System.out.println("discard choice of " + diceNumber);
chosenYellowDice = 0;
enableAllTouchablesYellow();
} else {
System.out.println("choose " + diceNumber);
chosenYellowDice = diceNumber;
disableAllTouchablesYellow();
yellowDiceOption.setTouchable(Touchable.enabled);
yellowDiceOption.setBackground(yellowBackground);
}
}
});
return yellowDiceOption;
}
示例4: initWinStage
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
private void initWinStage() {
setViewport(new ScreenViewport(getCamera()));
getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
getViewport().apply(true);
Label youWinLabel = new Label("You Won!" , Assets._skin , "fontVeraBd24" , "white");
playAgainBtn = new TextButton("Play Again", Assets._skin , "menu");
mainMenuBtn = new TextButton("Main Menu", Assets._skin , "menu");
Table container = new Table(Assets._skin);
youWinLabel.setColor(Color.GREEN);
container.add(youWinLabel).spaceBottom(100).row();
container.add(playAgainBtn).align(Align.left).spaceBottom(20).row();
container.add(mainMenuBtn).align(Align.left);
container.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
container.setFillParent(true);
addActor(container);
}
示例5: createSkins
import com.badlogic.gdx.scenes.scene2d.ui.Label; //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6: initHUD
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
/**
* Function used to initialize all the elements of the HUD and add the respective Listeners.
*/
private void initHUD() {
Table hudTable = new Table();
hudTable.setFillParent(true);
Button pauseButton = new Button(new TextureRegionDrawable(
new TextureRegion(game.getAssetManager().get("pause.png", Texture.class))));
scoreText = new Label("0:00", skin);
scoreText.setFontScale(FONT_SCALE, FONT_SCALE);
pauseButton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
model.togglePause();
}
});
hudTable.top();
hudTable.add(scoreText).size(HUD_ELEMENTS_SIZE, HUD_ELEMENTS_SIZE).expandX()
.left().fill().padLeft(HORIZONTAL_PAD).padTop(VERTICAL_PAD);
hudTable.add(pauseButton).size(HUD_ELEMENTS_SIZE, HUD_ELEMENTS_SIZE).fill()
.padRight(HORIZONTAL_PAD).padTop(VERTICAL_PAD);
this.addActor(hudTable);
}
示例7: UpdateInvisibleCells
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public void UpdateInvisibleCells()
{
for(int i =0; i< labelArrayList.size();i++){
Label label = labelArrayList.get(i);
if(!label.isVisible()){
Random random = new Random();
int rand = random.nextInt(5);
CalculateColorText calculateColorText = new CalculateColorText(rand).invoke();
Color color = calculateColorText.getColor();
String text = calculateColorText.getText();
Label.LabelStyle labelStyle = new Label.LabelStyle();
labelStyle.font = font50;
labelStyle.background = uiSkin.newDrawable("white", color);
label.setText(text);
label.setStyle(labelStyle);
label.setVisible(true);
}
}
}
示例8: StageLoad
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
/**
* Loading stage
* @param doLoad should resources be loaded? It acts as a splash screen otherwise.
*/
public StageLoad(boolean doLoad) {
this.doLoad = doLoad;
// Create icon
icon = new Image(new Texture("image/icon-512.png"));
int size = Gdx.graphics.getHeight();
if (Gdx.graphics.getHeight() > Gdx.graphics.getWidth())
size = Gdx.graphics.getWidth();
icon.setSize(size, size);
icon.setPosition(Gdx.graphics.getWidth() / 2 - size / 2,
Gdx.graphics.getHeight() / 2 - icon.getHeight() / 2);
addActor(icon);
// Loading Text
Label.LabelStyle loadingStyle = new Label.LabelStyle();
loadingStyle.font = new BitmapFont(Gdx.files.internal("font/collvetica.fnt"));
loadingStyle.font.getData().setScale(Gdx.graphics.getHeight() * 2 / 720);
loading = new Label("DRC Sim", loadingStyle);
loading.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight() * .2f);
loading.setAlignment(Align.center);
addActor(loading);
}
示例9: GameDialog
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public GameDialog(Skin skin) {
super("", skin);
waveLevel = new Label("", skin);
monsHP = new Label("", skin);
monsBonus = new Label("", skin);
monsSpeed = new Label("", skin);
monsNumber = new Label("", skin);
btnOK = new TextButton("Okay, Let them come!", skin);
btnOK.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
// TODO Auto-generated method stub
setVisible(false);
}
});
setTitle(" There are more monsters are coming to you... ");
}
示例10: HudScene
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public HudScene(SpriteBatch batch, ShapeRenderer shapeRenderer, ArcRenderer arcRenderer) {
this.batch = batch;
stage = new Stage();
VisUI.load();
Table table = new Table();
table.top();
table.setFillParent(true);
scoreLabel = new Label("", new Label.LabelStyle(new BitmapFont(), Color.VIOLET));
setScore(score);
balanceLabel = new Label("", new Label.LabelStyle(new BitmapFont(), Color.VIOLET));
setBalance(balance);
table.add(scoreLabel).align(Align.left).expandX();
table.add(balanceLabel).align(Align.right).expandX();
stage.addActor(table);
ringButton = new RingButton(shapeRenderer, arcRenderer);
ringButton.setBounds(10, 10, 100, 100);
stage.addActor(ringButton);
}
示例11: ScrollInventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public ScrollInventoryActor(Inventory inventory, int slots) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE)));
row();
inner = new Table();
inner.defaults().space(4f);
for (int i = 0; i < inventory.itemStacks.length; i++) {
SlotActor slotActor = new SlotActor(inventory, i);
inner.add(slotActor);
if ((i + 1) % inventory.width == 0) {
inner.row();
}
}
inner.pack();
scrollPane = new ScrollPane(inner);
scrollPane.setScrollingDisabled(true, false);
add(scrollPane).height(slots * CALIBRATION_PER_ROW).fill();
row();
pack();
}
示例12: InventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public InventoryActor(Inventory inventory) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE))).colspan(inventory.width);
row();
SlotActor slotActor;
for (int i = 0; i < inventory.itemStacks.length; i++) {
slotActor = new SlotActor(inventory, i);
add(slotActor);
if ((i + 1) % inventory.width == 0) {
row();
}
}
pack();
}
示例13: SingleplayerSaveDeleteMenu
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public SingleplayerSaveDeleteMenu(final Save save) {
title = new Label(Localization.get("menu.singleplayer.delete.title"),
skin.get("title", Label.LabelStyle.class));
text = new Label(Localization.get("menu.singleplayer.delete.text", save.name), skin);
delete = new TextButton(Localization.get("menu.singleplayer.delete.delete", save.name), skin);
back = MenuTools.getBackButton(this);
text.setAlignment(Align.center);
delete.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
ClientSaveManager.deleteSave(save);
Menu prev = MenuManager.getPrevious(SingleplayerSaveDeleteMenu.this);
if (!(prev instanceof SingleplayerSavesMenu))
return;
((SingleplayerSavesMenu) prev).updateSavesList();
Adapter.setMenu(prev);
}
});
stage.addActor(title);
stage.addActor(text);
stage.addActor(delete);
stage.addActor(back);
}
示例14: MultiplayerConnectMenu
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
public MultiplayerConnectMenu() {
super();
title = new Label(Localization.get("menu.multiplayer.title"), skin.get("title", Label.LabelStyle.class));
address = new TextField("", skin);
address.setMessageText(Localization.get("menu.multiplayer.address"));
port = new TextField("", skin);
port.setMessageText(Localization.get("menu.multiplayer.port", 24842)); //Not "Settings.getIntegerSettingValue(Settings.NETWORKING_PORT)" because the port is set on the server
port.setTextFieldFilter(new TextField.TextFieldFilter.DigitsOnlyFilter());
connect = new TextButton(Localization.get("menu.multiplayer.connect"), skin);
back = MenuTools.getBackButton(this);
connect.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
Adapter.setMenu(new MultiplayerLoadingMenu(address.getText().isEmpty() ? "localhost" : address.getText(), port.getText().isEmpty() ? 24842 : Integer.parseInt(port.getText())));
}
});
stage.addActor(title);
stage.addActor(address);
stage.addActor(port);
stage.addActor(connect);
stage.addActor(back);
}
示例15: addChangeFaction
import com.badlogic.gdx.scenes.scene2d.ui.Label; //导入依赖的package包/类
private void addChangeFaction(){
groupChangeFaction = new Group();
Image background = new Image(new TextureRegion(manager.getAssetsSettings().getTexture(NameFiles.extensionImgBackground)));
background.setSize(Width - Width * 0.03f, Height * 0.1f);
background.setPosition(Width / 2 - background.getWidth() / 2, Height * 0.3f);
groupChangeFaction.addActor(background);
Label labelFac = new Label("Change Faction",new Label.LabelStyle(Font.getFont((int)(Height*0.025f)),Color.WHITE));
labelFac.setPosition(background.getX()+background.getWidth()*0.05f,background.getY()+background.getHeight()/2-labelFac.getHeight()/2);
labelFac.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
manager.loadAssetsChoiceFaction();
gameManager.setScreen(new ScreenCircleLoading(gameManager,new ScreenChoiceFaction(gameManager),manager.getAssetsChoiceFaction()));
}
});
groupChangeFaction.addActor(labelFac);
}