本文整理汇总了Java中org.andengine.engine.camera.Camera类的典型用法代码示例。如果您正苦于以下问题:Java Camera类的具体用法?Java Camera怎么用?Java Camera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。
Camera类属于org.andengine.engine.camera包,在下文中一共展示了Camera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: drawIsometric
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* Call this if the map is Isometric. <br>
* This calls the desired draw method that the user desires.
*
* @param pGLState
* @param pCamera
*/
private void drawIsometric(final GLState pGLState, final Camera pCamera) {
if (this.DRAW_METHOD_ISOMETRIC == TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_ALL) {
this.drawIsometricAll(pGLState, pCamera);
} else if (this.DRAW_METHOD_ISOMETRIC == TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_CULLING_SLIM) {
this.drawIsometricCullingLoop(pGLState, pCamera);
} else if (this.DRAW_METHOD_ISOMETRIC == TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_CULLING_PADDING) {
this.drawIsometricCullingLoopExtra(pGLState, pCamera);
} else if (this.DRAW_METHOD_ISOMETRIC == TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_CULLING_TILED_SOURCE) {
this.drawIsometricCullingTiledSource(pGLState, pCamera);
} else {
Log.w(TAG,
String.format(
"Draw method %d is currently not supported or an unknown draw method. Will use the default draw method.",
this.DRAW_METHOD_ISOMETRIC));
this.DRAW_METHOD_ISOMETRIC = TMXIsometricConstants.DRAW_METHOD_ISOMETRIC_ALL;
this.drawIsometricAll(pGLState, pCamera);
}
}
示例2: SplashScene
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
public SplashScene(TextureManager textureManager, AssetManager assetManager, VertexBufferObjectManager vbo, Camera camera) {
super();
this.setBackground(new Background(new Color(100, 100, 100)));
try {
splashTexture = new AssetBitmapTexture(textureManager, assetManager, "textures/splash.png", TextureOptions.BILINEAR);
splashTextureRegion = TextureRegionFactory.extractFromTexture(splashTexture);
splashTexture.load();
splash = new Sprite(0, 0, splashTextureRegion, vbo);
final float scale_factor = GameActivity.CAMERA_HEIGHT / splashTextureRegion.getHeight();
splash.setScale(scale_factor+0.1f);
splash.setPosition((camera.getWidth()) * 0.5f, (camera.getHeight()) * 0.5f);
this.attachChild(splash);
} catch (final IOException e) {
System.err.println("Error loading splash!");
e.printStackTrace(System.err);
}
}
示例3: onManagedDraw
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
@Override
protected void onManagedDraw(GLState pGLState, Camera pCamera) {
if (!this.clip) {
super.onManagedDraw(pGLState, pCamera);
return;
}
final boolean wasScissorTestEnabled = pGLState.enableScissorTest();
if (this.isInHUD) {
this.clipForHUD(pGLState, pCamera);
} else {
this.clipForCamera(pGLState, pCamera);
}
/* Draw children, etc... */
super.onManagedDraw(pGLState, pCamera);
/* Revert scissor test to previous state. */
pGLState.setScissorTestEnabled(wasScissorTestEnabled);
}
示例4: onManagedDraw
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
@Override
protected void onManagedDraw(final GLState pGLState, final Camera pCamera) {
this.mSpriteBatch.setIndex(0);
final Particle<UncoloredSprite>[] particles = this.mParticles;
for (int i = this.mParticlesAlive - 1; i >= 0; i--) {
final Sprite sprite = particles[i].getEntity();
/* In order to support alpha changes of the sprites inside the spritebatch,
* we have to 'premultiply' the RGB channels of the sprite with its alpha channel. */
final float alpha = sprite.getAlpha();
final float colorABGRPackedInt = ColorUtils.convertRGBAToABGRPackedFloat(sprite.getRed() * alpha, sprite.getGreen() * alpha, sprite.getBlue() * alpha, alpha);
this.mSpriteBatch.drawWithoutChecks(sprite, colorABGRPackedInt);
}
this.mSpriteBatch.submit();
this.mSpriteBatch.onDraw(pGLState, pCamera);
}
示例5: onManagedDraw
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
@Override
protected void onManagedDraw(final GLState pGLState, final Camera pCamera) {
this.mSpriteBatch.setIndex(0);
final Particle<Entity>[] particles = this.mParticles;
for(int i = this.mParticlesAlive - 1; i >= 0; i--) {
final Entity entity = particles[i].getEntity();
/* In order to support alpha changes of the sprites inside the spritebatch,
* we have to 'premultiply' the RGB channels of the sprite with its alpha channel. */
final float alpha = entity.getAlpha();
final float colorABGRPackedInt = ColorUtils.convertRGBAToABGRPackedFloat(entity.getRed() * alpha, entity.getGreen() * alpha, entity.getBlue() * alpha, alpha);
this.mSpriteBatch.drawWithoutChecks(this.mTextureRegion, entity, this.mTextureRegion.getWidth(), this.mTextureRegion.getHeight(), colorABGRPackedInt);
}
this.mSpriteBatch.submit();
this.mSpriteBatch.onDraw(pGLState, pCamera);
}
示例6: draw
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* Modified to take in account the map orientation. <br>
* If orientation is not supported then a warning will be thrown to the log
* and will call {@link #drawOrthogonal(GLState, Camera)}
*
*/
@Override
protected void draw(final GLState pGLState, final Camera pCamera) {
// Modified by Paul Robinson
if (this.mTMXTiledMap.getOrientation().equals(TMXConstants.TAG_MAP_ATTRIBUTE_ORIENTATION_VALUE_ORTHOGONAL)) {
this.drawOrthogonal(pGLState, pCamera);
} else if (this.mTMXTiledMap.getOrientation()
.equals(TMXConstants.TAG_MAP_ATTRIBUTE_ORIENTATION_VALUE_ISOMETRIC)) {
this.drawIsometric(pGLState, pCamera);
} else {
Log.w(TAG, String.format("Orientation not supported: '%s'. " + "Will use normal Orthogonal draw method",
this.mTMXTiledMap.getOrientation()));
this.drawOrthogonal(pGLState, pCamera);
}
}
示例7: drawOrthogonal
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* Call if this if the map is Orthogonal <br>
* This is the original unmodified orthogonal render.
*
* @param pGLState
* @param pCamera
*/
private void drawOrthogonal(final GLState pGLState, final Camera pCamera) {
final int tileColumns = this.mTileColumns;
final int tileRows = this.mTileRows;
final int tileWidth = this.mTMXTiledMap.getTileWidth();
final int tileHeight = this.mTMXTiledMap.getTileHeight();
final float scaledTileWidth = tileWidth * this.mScaleX;
final float scaledTileHeight = tileHeight * this.mScaleY;
final float[] cullingVertices = this.mCullingVertices;
final float layerMinX = cullingVertices[SpriteBatch.VERTEX_INDEX_X];
final float layerMinY = cullingVertices[SpriteBatch.VERTEX_INDEX_Y];
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
/* Determine the area that is visible in the camera. */
final float firstColumnRaw = (cameraMinX - layerMinX) / scaledTileWidth;
final int firstColumn = MathUtils.bringToBounds(0, tileColumns - 1, (int) Math.floor(firstColumnRaw));
final int lastColumn = MathUtils.bringToBounds(0, tileColumns - 1,
(int) Math.ceil(firstColumnRaw + cameraWidth / scaledTileWidth));
final float firstRowRaw = (cameraMinY - layerMinY) / scaledTileHeight;
final int firstRow = MathUtils.bringToBounds(0, tileRows - 1, (int) Math.floor(firstRowRaw));
final int lastRow = MathUtils.bringToBounds(0, tileRows - 1,
(int) Math.floor(firstRowRaw + cameraHeight / scaledTileHeight));
for (int row = firstRow; row <= lastRow; row++) {
for (int column = firstColumn; column <= lastColumn; column++) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(column, row) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
}
示例8: drawIsometricCullingLoop
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* This loops through all the tiles and checks if the centre location of the
* tile is within the screen space. <br>
* It doesn't loop through the TMXTile Arrays, instead it calculates the
* tile centre using maths. This is not the most efficient way to draw, but
* FPS is okish. <br>
* This calculates the tile location
*
* @param pGLState
* @param pCamera
*/
public void drawIsometricCullingLoop(final GLState pGLState, final Camera pCamera) {
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
final int tileColumns = this.mTileColumns;
final int tileRows = this.mTileRows;
final int yWholeMax = (int) (cameraMinY + cameraHeight);
final int yWholeMin = (int) cameraMinY;
final int xWholeMax = (int) (cameraMinX + cameraWidth);
final int xWholeMin = (int) cameraMinX;
for (int j = 0; j < tileRows; j++) {
for (int i = 0; i < tileColumns; i++) {
float[] isoCen = this.getIsoTileCentreAt(i, j);
if (isoCen[1] < yWholeMax && isoCen[1] > yWholeMin) {
if (isoCen[0] < xWholeMax && isoCen[0] > xWholeMin) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(i, j) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
}
}
}
示例9: drawIsometricCullingLoopExtra
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* This loops through all the tiles and checks if the centre location of the
* tile is within or partly in the screen space. <br>
* It doesn't loop through the TMXTile Arrays, instead it calculates the
* tile centre using maths. <br>
* This is not the most efficient way to draw, but FPS is okish.
*
* @param pGLState
* @param pCamera
*/
public void drawIsometricCullingLoopExtra(final GLState pGLState, final Camera pCamera) {
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
final int tileColumns = this.mTileColumns;
final int tileRows = this.mTileRows;
final float tileHeight = this.mTMXTiledMap.getTileHeight();
final float tileWidth = this.mTMXTiledMap.getTileWidth();
final int yWholeMax = (int) (cameraMinY + cameraHeight);
final int yWholeMin = (int) cameraMinY;
final int yPartialMax = (int) (yWholeMax + tileHeight);
final int yPartialMin = (int) (yWholeMin - tileHeight);
final int xWholeMax = (int) (cameraMinX + cameraWidth);
final int xWholeMin = (int) cameraMinX;
final int xPartialMax = (int) (xWholeMax + tileWidth);
final int xPartialMin = (int) (xWholeMin - tileWidth);
final float[] cullingVertices = this.mCullingVertices;
for (int j = 0; j < tileRows; j++) {
for (int i = 0; i < tileColumns; i++) {
float[] isoCen = this.getIsoTileCentreAt(i, j);
if (isoCen[1] < yWholeMax && isoCen[1] > yWholeMin || isoCen[1] < yPartialMax
&& isoCen[1] > yPartialMin) {
if (isoCen[0] < xWholeMax && isoCen[0] > xWholeMin || isoCen[0] < xPartialMax
&& isoCen[0] > xPartialMin) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(i, j) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
}
}
}
示例10: clipForCamera
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* Perform clipping using normal Scene coordinate transformations
* @param pGLState
* @param pCamera
*/
private void clipForCamera(GLState pGLState, Camera pCamera) {
final int surfaceHeight = pCamera.getSurfaceHeight();
/* In order to apply clipping, we need to determine the the axis aligned bounds in OpenGL coordinates. */
/* Determine clipping coordinates of each corner in surface coordinates. */
final float[] lowerLeftSurfaceCoordinates = pCamera.getSurfaceCoordinatesFromSceneCoordinates(this.convertLocalCoordinatesToSceneCoordinates(0, 0, new float[2]));
final int lowerLeftX = (int)Math.round(lowerLeftSurfaceCoordinates[Constants.VERTEX_INDEX_X]);
final int lowerLeftY = surfaceHeight - (int)Math.round(lowerLeftSurfaceCoordinates[Constants.VERTEX_INDEX_Y]);
final float[] upperLeftSurfaceCoordinates = pCamera.getSurfaceCoordinatesFromSceneCoordinates(this.convertLocalCoordinatesToSceneCoordinates(0, this.mHeight, new float[2]));
final int upperLeftX = (int)Math.round(upperLeftSurfaceCoordinates[Constants.VERTEX_INDEX_X]);
final int upperLeftY = surfaceHeight - (int)Math.round(upperLeftSurfaceCoordinates[Constants.VERTEX_INDEX_Y]);
final float[] upperRightSurfaceCoordinates = pCamera.getSurfaceCoordinatesFromSceneCoordinates(this.convertLocalCoordinatesToSceneCoordinates(this.mWidth, this.mHeight, new float[2]));
final int upperRightX = (int)Math.round(upperRightSurfaceCoordinates[Constants.VERTEX_INDEX_X]);
final int upperRightY = surfaceHeight - (int)Math.round(upperRightSurfaceCoordinates[Constants.VERTEX_INDEX_Y]);
final float[] lowerRightSurfaceCoordinates = pCamera.getSurfaceCoordinatesFromSceneCoordinates(this.convertLocalCoordinatesToSceneCoordinates(this.mWidth, 0, new float[2]));
final int lowerRightX = (int)Math.round(lowerRightSurfaceCoordinates[Constants.VERTEX_INDEX_X]);
final int lowerRightY = surfaceHeight - (int)Math.round(lowerRightSurfaceCoordinates[Constants.VERTEX_INDEX_Y]);
/* Determine minimum and maximum x clipping coordinates. */
final int minClippingX = MathUtils.min(lowerLeftX, upperLeftX, upperRightX, lowerRightX);
final int maxClippingX = MathUtils.max(lowerLeftX, upperLeftX, upperRightX, lowerRightX);
/* Determine minimum and maximum y clipping coordinates. */
final int minClippingY = MathUtils.min(lowerLeftY, upperLeftY, upperRightY, lowerRightY);
final int maxClippingY = MathUtils.max(lowerLeftY, upperLeftY, upperRightY, lowerRightY);
/* Determine clipping width and height. */
final int clippingWidth = maxClippingX - minClippingX;
final int clippingHeight = maxClippingY - minClippingY;
//Debug.d("ClippingY: min="+minClippingY+", max="+maxClippingY);
//Debug.d("clipForCamera: GLES20.glScissor("+minClippingX+", "+minClippingY+", "+clippingWidth+", "+clippingHeight+")");
GLES20.glScissor(minClippingX, minClippingY, clippingWidth, clippingHeight);
}
示例11: clipForHUD
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
/**
* Perform clipping using HUD coordinate transformations
* @param pGLState
* @param pCamera
*/
private void clipForHUD(GLState pGLState, Camera pCamera) {
float[] coordinates = this.getParent().convertLocalCoordinatesToSceneCoordinates(this.mX, this.mY, new float[2]);
float[] size = this.getParent().convertLocalCoordinatesToSceneCoordinates(this.mWidth, this.mHeight, new float[2]);
final float zoom = ((ZoomCamera)pCamera).getZoomFactor();
final float screenRatioX = pCamera.getSurfaceWidth()/pCamera.getWidth();
final float screenRatioY = pCamera.getSurfaceHeight()/pCamera.getHeight();
final float left = (this.mX - (this.mWidth/2)) * screenRatioX / zoom;
final float bottom = (this.mY - (this.mHeight/2)) * screenRatioY / zoom;
final float width = this.mWidth * screenRatioX / zoom;
final float height = this.mHeight * screenRatioY / zoom;
if (print_debug) {
Debug.d("Scrollable X: " + this.mX);
Debug.d("Scrollable Y: " + this.mY);
Debug.d("Scrollable W: " + this.mWidth);
Debug.d("Scrollable H: " + this.mHeight);
Debug.d("Scrollable x,y: "+coordinates[Constants.VERTEX_INDEX_X]+","+coordinates[Constants.VERTEX_INDEX_Y]);
Debug.d("Scrollable w,h: " + size[Constants.VERTEX_INDEX_X]+","+size[Constants.VERTEX_INDEX_Y]);
Debug.d("clipForHUD: GLES20.glScissor("+left+", "+bottom+", "+width+", "+height+")");
Debug.d("Scrollable camera zoom: " + zoom);
Debug.d("Scrollable screenRatioX: " + pCamera.getSurfaceWidth()/pCamera.getWidth());
Debug.d("Scrollable screenRatioY: " + pCamera.getSurfaceHeight()/pCamera.getHeight());
print_debug = false;
}
GLES20.glScissor((int)left, (int)bottom, (int)width, (int)height);
// Math.round(((clipX + point.x)) * screenRatioX),
// Math.round((cameraH - ((clipY + point.y) + clipH)) * screenRatioY),
// Math.round(clipW * screenRatioX),
// Math.round(clipH * screenRatioY));
}
示例12: clipToProgress
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
private void clipToProgress(GLState pGLState, Camera pCamera) {
final float zoom = ((ZoomCamera)pCamera).getZoomFactor();
final float screenRatioX = pCamera.getSurfaceWidth()/pCamera.getWidth();
final float screenRatioY = pCamera.getSurfaceHeight()/pCamera.getHeight();
final float left = (this.mX - (this.mWidth/2)) * screenRatioX / zoom;
final float bottom = (this.mY - (this.mHeight/2)) * screenRatioY / zoom;
final float width = (this.mWidth * screenRatioX / zoom) * this.progress;
final float height = this.mHeight * screenRatioY / zoom;
GLES20.glScissor((int) left, (int) bottom, (int) width, (int) height);
}
示例13: onCreateEngineOptions
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
@Override
public EngineOptions onCreateEngineOptions() {
Camera camera = new Camera(0,0,WORLD_WIDTH,WORLD_HEIGHT);
EngineOptions engineOptions = new EngineOptions(true,ScreenOrientation.PORTRAIT_FIXED,new RatioResolutionPolicy(WORLD_WIDTH, WORLD_HEIGHT),camera);
//engineOptions.getRenderOptions().setDithering(true);
engineOptions.getAudioOptions().setNeedsMusic(true);
engineOptions.getAudioOptions().setNeedsSound(true);
return engineOptions;
}
示例14: onDrawScene
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
protected void onDrawScene(final GLState pGLState, final Camera pCamera) {
if (this.mScene != null) {
this.mScene.onDraw(pGLState, pCamera);
}
pCamera.onDrawHUD(pGLState);
}
示例15: preDraw
import org.andengine.engine.camera.Camera; //导入依赖的package包/类
@Override
protected void preDraw(final GLState pGLState, final Camera pCamera) {
super.preDraw(pGLState, pCamera);
pGLState.lineWidth(this.mLineWidth);
this.mLineChainVertexBufferObject.bind(pGLState, this.mShaderProgram);
}