本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.ProgressBar类的典型用法代码示例。如果您正苦于以下问题:Java ProgressBar类的具体用法?Java ProgressBar怎么用?Java ProgressBar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。
ProgressBar类属于com.badlogic.gdx.scenes.scene2d.ui包,在下文中一共展示了ProgressBar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: updateVisual
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public void updateVisual(){
Skin skin = new Skin();
Pixmap pixmap = new Pixmap(1,(int)(Gdx.graphics.getHeight()*0.0175), Pixmap.Format.RGBA8888);
switch (infoProfile.getDateUserGame().getFaction()){
case 1:{
pixmap.setColor(1, 0f, 0f, 1);
break;
}
case 2:{
pixmap.setColor(0f, 0.831f, 0.969f,1f);
break;
}
case 3:{
pixmap.setColor(0.129f, 0.996f, 0.29f,1);
break;
}
}
pixmap.fill();
skin.add("blue", new Texture(pixmap));
ProgressBar.ProgressBarStyle style = new ProgressBar.ProgressBarStyle(bar.getStyle().background,skin.newDrawable("blue",Color.WHITE));
style.knobBefore = style.knob;
bar.setStyle(style);
}
示例2: HitPointManaPointDialog
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public HitPointManaPointDialog(UserCharacterDataPacket character)
{
super(character.getNickname(), Settings.DEFAULT_SKIN);
this.linkedData = character;
hitPoints = new ProgressBar(0, CharacterStatsCalculator.getMaxHP(character), 1.0f, false, Settings.DEFAULT_SKIN);
hitPoints.setColor(new Color(1.0f, 0.2f, 0.2f, 0.9f));
manaPoints = new ProgressBar(0, CharacterStatsCalculator.getMaxMP(character), 1.0f, false, Settings.DEFAULT_SKIN);
manaPoints.setColor(new Color(0.2f, 0.2f, 1.0f, 0.9f));
this.getContentTable().row();
text("HP: ");
this.getContentTable().add(hitPoints).top().right();
this.getContentTable().row();
text("MP: ");
this.getContentTable().add(manaPoints).top().right();
update();
}
示例3: start
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
@Override
public void start() {
finishedLoading = false;
stage = new Stage(new ScreenViewport());
skin = createSkin();
Image image= new Image(skin, "bg");
image.setScaling(Scaling.stretch);
image.setFillParent(true);
stage.addActor(image);
root = new Table();
root.setFillParent(true);
stage.addActor(root);
progressBar = new ProgressBar(0, 1, .01f, false, skin);
progressBar.setAnimateDuration(.1f);
root.add(progressBar).growX().expandY().pad(20.0f);
}
示例4: show
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public void show() {
if (!init) {
loadingScreenAssets = new Assets.LoadingScreenAssets();
AL.getAssetManager().loadAssetFields(loadingScreenAssets);
AL.getAssetManager().finishLoading();
font = new BitmapFont();
batch = new SpriteBatch();
cam = new OrthographicCamera();
viewport = new FitViewport(1920, 1080);
viewport.setCamera(cam);
stage = new Stage(viewport);
stage.setViewport(viewport);
skin = loadingScreenAssets.styles_json;
loadingScreenBar = new ProgressBar(0, 100, 1, false, skin);
loadingScreenBar.setPosition(25, -10);
loadingScreenBar.setSize(1890, 50);
stage.addActor(loadingScreenBar);
}
init = true;
}
示例5: MenuScreen
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public MenuScreen(MainGameClass game) {
this.game = game;
stage = new Stage(new ScreenViewport());
Gdx.input.setInputProcessor(stage);
skin = new Skin(Gdx.files.internal("skins/Flat_Earth_UI_Skin/flatearthui/flat-earth-ui.json"));
progressBarStyle = skin.get("fancy", ProgressBar.ProgressBarStyle.class);
TiledDrawable tiledDrawable = skin.getTiledDrawable("slider-fancy-knob").tint(skin.getColor("selection"));
tiledDrawable.setMinWidth(0);
progressBarStyle.knobBefore = tiledDrawable;
sliderStyle = skin.get("fancy", Slider.SliderStyle.class);
sliderStyle.knobBefore = tiledDrawable;
layoutTable = new Table();
layoutTable.top();
layoutTable.setFillParent(true);
layoutTable.pad(getPixelSizeFromDensityIndependentPixels(50));
}
示例6: LoadingStage
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public LoadingStage() {
GDefence.getInstance().assetLoader.load("MainMenuBg.png", Texture.class);//TODO
GDefence.getInstance().assetLoader.load("mobHpBarBg.png", Texture.class);
GDefence.getInstance().assetLoader.load("mobHpBarKnob.png", Texture.class);
// I18NBundleLoader.I18NBundleParameter param = new I18NBundleLoader.I18NBundleParameter(/*new Locale("ru")*/Locale.US, "UTF-8");//TODO move to another place
// GDefence.getInstance().assetLoader.load("Language/text", I18NBundle.class, param);
// GDefence.getInstance().assetLoader.finishLoading();
GDefence.getInstance().assetLoader.initLang("en");
Image bg = new Image(GDefence.getInstance().assetLoader.get("MainMenuBg.png", Texture.class));
addActor(bg);
loadBar = new ProgressBar(0, 100, 1, false, GDefence.getInstance().assetLoader.getMobHpBarStyle());
loadBar.setSize(300, 50);
loadBar.getStyle().background.setMinHeight(loadBar.getHeight());
loadBar.getStyle().knob.setMinHeight(loadBar.getHeight());
loadBar.setPosition(Gdx.graphics.getWidth()/2 - loadBar.getWidth()/2, Gdx.graphics.getHeight()/2 - loadBar.getHeight()/2);
addActor(loadBar);
I18NBundle b = GDefence.getInstance().assetLoader.get("Language/text", I18NBundle.class);
Label loading = new Label(b.get("loading"), FontLoader.generateStyle(34, Color.BLACK));//
loading.setPosition(loadBar.getX() + loadBar.getWidth()/2 - loading.getWidth()/2,
loadBar.getY() - loadBar.getHeight());
addActor(loading);
}
示例7: setHealth
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
protected void setHealth(int health) {
this.maxHealth = health;
this.health = health;
hpBar = new ProgressBar(0, getHealth(), 1, false, GDefence.getInstance().assetLoader.getMobHpBarStyle()/*GDefence.getInstance().assetLoader.getSkin(), "health-bar2"*/);
// hpBar.getStyle().knob = hpBar.getStyle().knobBefore;
hpBar.getStyle().background.setMinWidth(getWidth());
hpBar.getStyle().knobBefore.setMinWidth(getWidth() - 2);
// hpBar.getStyle().background.setMinHeight(getHeight()/5);//.setSize(getWidth(), getHeight()/5);
// hpBar.getStyle().knobBefore.setMinHeight(getHeight()/5);
// hpBar.getStyle().background.setMinHeight(10);
// hpBar.getStyle().knobBefore.setMinHeight(10 - 2);
//// hpBar.setPosition(getX(), getY());
// //setPosition(Gdx.graphics.getWidth() - expBarSize[0], userlevelButton.getY() - expBarSize[1] - 4);
//// hpBar.setSize(width, height);
// hpBar.setValue(getHealth());
// hpBar.setAnimateDuration(0.5f);
// hpBar.pack();
// hpBar.
}
示例8: create
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
private void create()
{
skin = Global.loadSkin();
stage = new Stage( new ScreenViewport() );
batch = new SpriteBatch();
Table table = new Table();
label = new Label( "Loading", skin, "title" );
progressBar = new ProgressBar( 0, 100, 1, false, skin );
table.add( progressBar ).expand().fillX().bottom().pad( 20 );
table.row();
table.add( label ).expand().top().pad( 20 );
table.setFillParent( true );
stage.addActor( table );
}
示例9: RocketMainTable
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public RocketMainTable(Skin skin) {
setSkin(skin);
shieldLabel = new Label("", skin);
add(shieldLabel);
shieldBar = new ProgressBar(0, 100, 0.1f, false, getSkin());
add(shieldBar);
row();
fuelLabel = new Label("", skin);
add(fuelLabel);
fuelBar = new ProgressBar(0, 100, 0.1f, false, getSkin());
add(fuelBar);
pack();
}
示例10: process
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
@Override
public void process(final LmlParser parser, final LmlTag tag, final ProgressBar actor,
final String rawAttributeData) {
final ActorConsumer<?, ProgressBar> action = parser.parseAction(rawAttributeData, actor);
if (action == null) {
parser.throwErrorIfStrict(
"Unable to attach listener for " + actor + " with invalid action ID: " + rawAttributeData);
return;
}
actor.addListener(new ChangeListener() {
@Override
public void changed(final ChangeEvent event, final Actor widget) {
if (actor.getValue() >= actor.getMaxValue()) {
final Object result = action.consume(actor);
if (result instanceof Boolean && ((Boolean) result).booleanValue()) {
actor.removeListener(this);
}
}
}
});
}
示例11: LoadingScreen
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public LoadingScreen(PongForAndroid game) {
this.game = game;
setupAssetManager();
Skin skin = new Skin(Gdx.files.internal("uiskin.json"));
stage = new Stage();
table = new Table();
table.setFillParent(true);
BitmapFont loadingFont = getLoadingFont();
LabelStyle loadingStyle = new LabelStyle(loadingFont, Color.WHITE);
Label loadLabel = new Label("Loading...", loadingStyle);
progressBar = new ProgressBar(0, 100, 1, false, skin);
progressBar.setAnimateDuration(1f);
progressBar.setAnimateInterpolation(Interpolation.sine);
table.add(loadLabel);
table.row();
table.add(progressBar).left();
stage.addActor(table);
}
示例12: addNormalWidgets
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
private void addNormalWidgets () {
ProgressBar progressbar = new ProgressBar(0, 100, 1, true, VisUI.getSkin());
Slider slider = new Slider(0, 100, 1, true, VisUI.getSkin());
Slider sliderDisabled = new Slider(0, 100, 1, true, VisUI.getSkin());
progressbar.setValue(50);
slider.setValue(50);
sliderDisabled.setValue(50);
sliderDisabled.setDisabled(true);
VisTable progressbarTable = new VisTable(true);
progressbarTable.add(progressbar);
progressbarTable.add(slider);
progressbarTable.add(sliderDisabled);
add(progressbarTable);
}
示例13: EnegryBar
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public EnegryBar(int width, int height, int x, int y) {
energyBar = new ProgressBar(0, LevelMap.getLevel().getMaxEnergy(), 0.5f, true, /*GDefence.getInstance().assetLoader.getEnergyBarSkin()*/ GDefence.getInstance().assetLoader.getSkin(), "energy-bar");
energyBar.getStyle().background.setMinWidth(width);
energyBar.getStyle().knobBefore.setMinWidth(width - 2);
energyBar.setPosition(x, y);
//setPosition(Gdx.graphics.getWidth() - expBarSize[0], userlevelButton.getY() - expBarSize[1] - 4);
energyBar.setSize(width, height);
energyBar.setValue(LevelMap.getLevel().getEnergyNumber());
energyBar.setAnimateDuration(0.5f);
addActor(energyBar);
initLabel();
}
示例14: init
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public void init(){
getTitleLabel().setText(tower.getTowerPrototype().getName());
info = new Label("", skin, "description");
info.getStyle().font.getData().markupEnabled = true;
level = new Label("", skin, "description");
levelString = GDefence.getInstance().assetLoader.getWord("level") + " ";
levelNum = tower.getTowerPrototype().getLevel();
final float width = getWidth();
expBar = new ProgressBar(0, tower.getTowerPrototype().exp2nextLevel()[tower.getTowerPrototype().getLevel() - 1], 0.2f, false,
GDefence.getInstance().assetLoader.getExpBarSkin()) {
@Override
public float getPrefWidth() {
return width - 10;
}
};//add text inside
expBar.getStyle().background.setMinHeight(20);
expBar.getStyle().knob.setMinHeight(20);
// expBar.getStyle().background.setMinWidth(width - 10);
expBar.getStyle().knob.setMinWidth(0.1f);
// expBar.setSize(80, 20);//dont work first argument
expBar.setValue(tower.getTowerPrototype().getCurrentExp());
add(info).row();
add(level).align(Align.center).row();
add(expBar).align(Align.center);
hasChanged();
pack();
tower.getStage().addActor(this);
setVisible(false);
}
示例15: ProgressDialog
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入依赖的package包/类
public ProgressDialog(ProgressDialogStyle style) {
super(style);
current = new Label("", style.textStyle);
progressBar = new ProgressBar(0, 1, 1, false, style.progressBarStyle);
progressBar.setHeight(style.barHeight);
progressBar.setAnimateDuration(0.1f);
textLabel = new Label("", style.textStyle);
}