本文整理汇总了Java中org.andengine.opengl.texture.region.ITiledTextureRegion类的典型用法代码示例。如果您正苦于以下问题:Java ITiledTextureRegion类的具体用法?Java ITiledTextureRegion怎么用?Java ITiledTextureRegion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。
ITiledTextureRegion类属于org.andengine.opengl.texture.region包,在下文中一共展示了ITiledTextureRegion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: pass
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void pass(Word word, final float wordX) {
//TODO: count success
Debug.d("ImageMatchGame : pass!");
GameSounds.play(GameSounds.COMPLETE);
this.winnings.add(word);
float available_width = (this.cardPane.getWidth()/this.max_choices);
float wordY = this.resultsPane.getHeight() + this.cardPane.getHeight() - 150;
ITiledTextureRegion sprite_region = this.game.wordSprites.get(word);
Sprite winning_sprite = new Sprite(wordX+(available_width/2), wordY, sprite_region.getTextureRegion(1), PhoeniciaContext.vboManager);
this.resultsPane.attachChild(winning_sprite);
winning_sprite.registerEntityModifier(new ParallelEntityModifier(
new ScaleModifier(0.5f, 2.0f, 1.0f),
new MoveYModifier(0.5f, wordY, 80),
new MoveXModifier(0.5f, wordX+(available_width/2), 40+(this.result_number*80))
));
this.result_number++;
}
示例2: fail
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void fail(Word word, final float wordX) {
//TODO: count failure
Debug.d("ImageMatchGame : fail!");
GameSounds.play(GameSounds.FAILED);
float available_width = (this.cardPane.getWidth()/this.max_choices);
float wordY = this.resultsPane.getHeight() + this.cardPane.getHeight() - 150;
ITiledTextureRegion sprite_region = this.game.wordSprites.get(word);
Sprite missed_sprite = new Sprite(wordX+(available_width/2), wordY, sprite_region.getTextureRegion(2), PhoeniciaContext.vboManager);
this.resultsPane.attachChild(missed_sprite);
missed_sprite.registerEntityModifier(new ParallelEntityModifier(
new ScaleModifier(0.5f, 2.0f, 1.0f),
new MoveYModifier(0.5f, wordY, 80),
new MoveXModifier(0.5f, wordX+(available_width/2), 48+(this.result_number*80))
));
this.result_number++;
}
示例3: pass
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void pass(Word word, final float wordX) {
Debug.d("NumberMatchGame : pass!");
GameSounds.play(GameSounds.COMPLETE);
this.winnings.add(word);
float available_width = (this.cardPane.getWidth()/this.max_choices);
float wordY = this.resultsPane.getHeight() + this.cardPane.getHeight() - 150;
ITiledTextureRegion sprite_region = this.game.wordSprites.get(word);
Sprite winning_sprite = new Sprite(wordX+(available_width/2), wordY, sprite_region.getTextureRegion(1), PhoeniciaContext.vboManager);
this.resultsPane.attachChild(winning_sprite);
winning_sprite.registerEntityModifier(new ParallelEntityModifier(
new ScaleModifier(0.5f, 2.0f, 1.0f),
new MoveYModifier(0.5f, wordY, 80),
new MoveXModifier(0.5f, wordX+(available_width/2), 40+(this.result_number*80))
));
this.result_number++;
}
示例4: fail
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void fail(Word word, final float wordX) {
Debug.d("NumberMatchGame : fail!");
GameSounds.play(GameSounds.FAILED);
float available_width = (this.cardPane.getWidth()/this.max_choices);
float wordY = this.resultsPane.getHeight() + this.cardPane.getHeight() - 150;
ITiledTextureRegion sprite_region = this.game.wordSprites.get(word);
Sprite missed_sprite = new Sprite(wordX+(available_width/2), wordY, sprite_region.getTextureRegion(2), PhoeniciaContext.vboManager);
this.resultsPane.attachChild(missed_sprite);
missed_sprite.registerEntityModifier(new ParallelEntityModifier(
new ScaleModifier(0.5f, 2.0f, 1.0f),
new MoveYModifier(0.5f, wordY, 80),
new MoveXModifier(0.5f, wordX + (available_width / 2), 48 + (this.result_number * 80))
));
this.result_number++;
}
示例5: pass
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void pass(Word word) {
//TODO: count success
Debug.d("wordmatch: pass!");
GameSounds.play(GameSounds.COMPLETE);
this.winnings.add(word);
ITiledTextureRegion sprite_region = this.game.wordSprites.get(word);
Sprite winning_sprite = new Sprite(this.cardPane.getWidth()/2, this.cardPane.getHeight() - 300, sprite_region.getTextureRegion(1), PhoeniciaContext.vboManager);
winning_sprite.setZIndex(foreground_sprite.getZIndex()+1);
this.resultsPane.attachChild(winning_sprite);
winning_sprite.registerEntityModifier(new ParallelEntityModifier(
new ScaleModifier(0.5f, 2.0f, 1.0f),
new MoveYModifier(0.5f, 300, 80),
new MoveXModifier(0.5f, this.resultsPane.getWidth()/2, 40+(this.result_number*80))
));
this.result_number++;
}
示例6: ButtonSprite
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
public ButtonSprite(final float pX, final float pY, final ITiledTextureRegion pTiledTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager, final OnClickListener pOnClickListener) {
super(pX, pY, pTiledTextureRegion, pVertexBufferObjectManager);
this.mOnClickListener = pOnClickListener;
this.mStateCount = pTiledTextureRegion.getTileCount();
switch (this.mStateCount) {
case 1:
Debug.w("No " + ITextureRegion.class.getSimpleName() + " supplied for " + State.class.getSimpleName() + "." + State.PRESSED + ".");
case 2:
Debug.w("No " + ITextureRegion.class.getSimpleName() + " supplied for " + State.class.getSimpleName() + "." + State.DISABLED + ".");
break;
case 3:
break;
default:
throw new IllegalArgumentException("The supplied " + ITiledTextureRegion.class.getSimpleName() + " has an unexpected amount of states: '" + this.mStateCount + "'.");
}
this.changeState(State.NORMAL);
}
示例7: ButtonSprite
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
public ButtonSprite(final float pX, final float pY, final ITiledTextureRegion pTiledTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager, final OnClickListener pOnClickListener) {
super(pX, pY, pTiledTextureRegion, pVertexBufferObjectManager);
this.mOnClickListener = pOnClickListener;
this.mStateCount = pTiledTextureRegion.getTileCount();
switch(this.mStateCount) {
case 1:
Debug.w("No " + ITextureRegion.class.getSimpleName() + " supplied for " + State.class.getSimpleName() + "." + State.PRESSED + ".");
case 2:
Debug.w("No " + ITextureRegion.class.getSimpleName() + " supplied for " + State.class.getSimpleName() + "." + State.DISABLED + ".");
break;
case 3:
break;
default:
throw new IllegalArgumentException("The supplied " + ITiledTextureRegion.class.getSimpleName() + " has an unexpected amount of states: '" + this.mStateCount + "'.");
}
this.changeState(State.NORMAL);
}
示例8: setAttention
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
public void setAttention(boolean attention) {
if (this.attention == attention) return;
Debug.d("Setting attention for word tile "+this.word.name+" to "+attention);
this.attention = attention;
if (this.attention) {
final ITiledTextureRegion wordSpriteRegion = phoeniciaGame.wordSprites.get(this.word);
final Sprite wordSprite = new Sprite(0, 0, wordSpriteRegion.getTextureRegion(1), PhoeniciaContext.vboManager);
this.sprite.setEmblem(wordSprite);
} else {
this.sprite.clearEmblem();
}
}
示例9: setAttention
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
public void setAttention(boolean attention) {
if (this.attention == attention) return;
Debug.d("Setting attention for workshop tile "+builder.item_name.get()+" to "+attention);
this.attention = attention;
if (this.attention && phoeniciaGame.locale.word_map.containsKey(builder.item_name.get())) {
final ITiledTextureRegion wordSpriteRegion = phoeniciaGame.wordSprites.get(phoeniciaGame.locale.word_map.get(builder.item_name.get()));
if (wordSpriteRegion == null) return;
final Sprite wordSprite = new Sprite(0, 0, wordSpriteRegion.getTextureRegion(1), PhoeniciaContext.vboManager);
this.sprite.setEmblem(wordSprite);
} else {
this.sprite.clearEmblem();
}
}
示例10: show_reward
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void show_reward() {
Collections.shuffle(this.winnings);
final Word reward_word = this.winnings.get(0);
final int reward_coins = Math.round(reward_word.sell * this.tile.game.reward);
final int reward_points = Math.round(reward_word.points * this.tile.game.reward);
final Dialog reward_dialog = new Dialog(400, 300, Dialog.Buttons.OK, PhoeniciaContext.vboManager, new Dialog.DialogListener() {
@Override
public void onDialogButtonClicked(Dialog dialog, Dialog.DialogButton dialogButton) {
finish();
Inventory.getInstance().add(reward_word.name, 1, false);
Bank.getInstance().credit(reward_coins);
game.session.addExperience(reward_points);
GameSounds.play(GameSounds.COLLECT);
dialog.close();
unregisterTouchArea(dialog);
}
});
String counts = String.format("%1$d/%2$d", this.winnings.size(), this.max_rounds);
Text reward_text = new Text(reward_dialog.getWidth()/2, reward_dialog.getHeight()-24, GameFonts.dialogText(), counts, counts.length(), new TextOptions(AutoWrap.WORDS, reward_dialog.getWidth()*0.8f, HorizontalAlign.CENTER), PhoeniciaContext.vboManager);
reward_text.setColor(Color.GREEN);
reward_dialog.attachChild(reward_text);
ITiledTextureRegion sprite_region = this.game.wordSprites.get(reward_word);
Sprite reward_sprite = new Sprite(reward_dialog.getWidth()/2, reward_dialog.getHeight() - 100, sprite_region.getTextureRegion(1), PhoeniciaContext.vboManager);
reward_dialog.attachChild(reward_sprite);
ITextureRegion coinRegion = GameUI.getInstance().getCoinsIcon();
Sprite coinIcon = new Sprite(reward_dialog.getWidth()/2 - 32, 112, coinRegion, PhoeniciaContext.vboManager);
coinIcon.setScale(0.5f);
reward_dialog.attachChild(coinIcon);
Text iconDisplay = new Text(reward_dialog.getWidth()/2 + 32, 112, GameFonts.dialogText(), String.valueOf(reward_coins), 10, new TextOptions(HorizontalAlign.LEFT), PhoeniciaContext.vboManager);
reward_dialog.attachChild(iconDisplay);
this.registerTouchArea(reward_dialog);
reward_dialog.open(this);
GameSounds.play(GameSounds.COMPLETE);
}
示例11: fail
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
private void fail(Word word) {
//TODO: count failure
Debug.d("wordmatch: fail!");
GameSounds.play(GameSounds.FAILED);
ITiledTextureRegion sprite_region = this.game.wordSprites.get(word);
Sprite missed_sprite = new Sprite(this.cardPane.getWidth()/2, this.cardPane.getHeight() - 300, sprite_region.getTextureRegion(2), PhoeniciaContext.vboManager);
this.resultsPane.attachChild(missed_sprite);
missed_sprite.registerEntityModifier(new ParallelEntityModifier(
new ScaleModifier(0.5f, 2.0f, 1.0f),
new MoveYModifier(0.5f, 300, 80),
new MoveXModifier(0.5f, this.resultsPane.getWidth()/2, 48+(this.result_number*80))
));
this.result_number++;
}
示例12: WordSprite
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
/**
* Construct a new LetterSprite
* @param pX the X coordinate of the scene to place this LetterSprite
* @param pY the Y coordinate of the scene to place this LetterSprite
* @param word the locale Word this sprite will represent
* @param count how many you have
* @param needed how many you need
* @param region the ITextureRegion containing the tiles for this letter
* @param vbo the game's VertexBufferObjectManager
*/
public WordSprite(float pX, float pY, Word word, int count, int needed, ITiledTextureRegion region, VertexBufferObjectManager vbo) {
super(pX, pY, region, vbo);
this.word = word;
this.count = count;
this.needed = needed;
this.count_text = new Text(32, -10, GameFonts.inventoryCount(), "", 8, new TextOptions(HorizontalAlign.CENTER), vbo);
this.setCount(count);
this.attachChild(count_text);
}
示例13: Numberpad
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
public Numberpad(final float pX, final float pY, final float width, final float height, final PhoeniciaGame game) {
super(pX, pY, width, height);
this.game = game;
/**
* Start available numbers area
*/
final int columns = 5;
float startX = 50;
int offsetX = 0;
int offsetY = (int) height-32;
for (int i = 0; i < game.locale.numbers.size(); i++) {
if (offsetX >= columns) {
offsetY -= 80;
offsetX = 0;
}
final Number currentNumber = game.locale.numbers.get(i);
Debug.d("Adding Numberpad number: " + currentNumber.name + " (column: " + offsetX + ")");
final ITiledTextureRegion blockRegion = game.numberSprites.get(currentNumber);
final ButtonSprite block = new ButtonSprite(startX + (96 * offsetX), offsetY, blockRegion, PhoeniciaContext.vboManager);
block.setOnClickListener(new ButtonSprite.OnClickListener() {
@Override
public void onClick(ButtonSprite buttonSprite, float v, float v2) {
if (listener != null) {
listener.onKeyClicked(currentNumber);
}
}
});
this.registerTouchArea(block);
this.attachChild(block);
offsetX++;
}
}
示例14: MapBlockSprite
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
/**
* Create a new PlacedBlockSprite.
* @param pX the X coordinate of the scene to place this PlacedBlockSprite
* @param pY the Y coordinate of the scene to place this PlacedBlockSprite
* @param pTileId the index of first tile of the first animation set from pTiledTextureRegion
* @param pTiledTextureRegion region containing the tile set for this PlacedBlockSprite
* @param pVertexBufferObjectManager the game's VertexBufferObjectManager
*/
public MapBlockSprite(final PhoeniciaGame phoeniciaGame, final float pX, final float pY, final int pTileId, final ITiledTextureRegion pTiledTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager) {
super(pX, pY, pTiledTextureRegion, pVertexBufferObjectManager);
this.phoeniciaGame = phoeniciaGame;
this.mTileId = pTileId;
this.startTile = pTileId;
this.setCurrentTileIndex(pTileId);
this.clickDetector = new ClickDetector(this);
this.holdDetector = new HoldDetector(this);
this.holdDetector.setTriggerHoldMinimumMilliseconds(1000);
}
示例15: LetterSprite
import org.andengine.opengl.texture.region.ITiledTextureRegion; //导入依赖的package包/类
/**
* Construct a new LetterSprite
* @param pX the X coordinate of the scene to place this LetterSprite
* @param pY the Y coordinate of the scene to place this LetterSprite
* @param letter the locale Letter this sprite will represent
* @param count how many you have
* @param needed how many you need
* @param region the ITextureRegion containing the tiles for this letter
* @param vbo the game's VertexBufferObjectManager
*/
public LetterSprite(float pX, float pY, Letter letter, int count, int needed, ITiledTextureRegion region, VertexBufferObjectManager vbo) {
super(pX, pY, region, vbo);
this.letter = letter;
this.count = count;
this.needed = needed;
this.count_text = new Text(32, -10, GameFonts.inventoryCount(), "", 8, vbo);
this.setCount(count);
this.attachChild(count_text);
}