本文整理汇总了Java中org.andengine.opengl.texture.region.TextureRegionFactory类的典型用法代码示例。如果您正苦于以下问题:Java TextureRegionFactory类的具体用法?Java TextureRegionFactory怎么用?Java TextureRegionFactory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。
TextureRegionFactory类属于org.andengine.opengl.texture.region包,在下文中一共展示了TextureRegionFactory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: SplashScene
import org.andengine.opengl.texture.region.TextureRegionFactory; //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2: loadLocaleGames
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private void loadLocaleGames() throws IOException {
List<Game> blockGames = locale.games;
try {
// Load game assets
for (int i = 0; i < blockGames.size(); i++) {
Game game = blockGames.get(i);
Debug.d("Loading game sprite texture from " + game.sprite_texture);
final AssetBitmapTexture gameSpriteTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, game.sprite_texture);
gameSpriteTexture.load();
this.gameTextures.put(game, gameSpriteTexture);
this.gameSprites.put(game, TextureRegionFactory.extractTiledFromTexture(gameSpriteTexture, 0, 0, GAME_SPRITE_WIDTH * GAME_SPRITE_COLS, GAME_SPRITE_HEIGHT * GAME_SPRITE_ROWS, GAME_SPRITE_COLS, GAME_SPRITE_ROWS));
Debug.d("Loading game block texture from " + game.block_texture);
final AssetBitmapTexture gameTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, game.block_texture);
gameTexture.load();
int[] gameTileSize = GameTextures.calculateTileSize(game.columns, game.rows, game.height);
Debug.d("Word "+game.name+" has size "+game.columns+"x"+game.rows+" and sprite size "+gameTileSize[0]+"x"+gameTileSize[1]);
this.gameBlocks.put(game, TextureRegionFactory.extractTiledFromTexture(gameTexture, 0, 0, gameTileSize[0] * GAME_TEXTURE_COLS, gameTileSize[1] * GAME_TEXTURE_ROWS, GAME_TEXTURE_COLS, GAME_TEXTURE_ROWS));
}
} catch (final IOException e)
{
e.printStackTrace();
throw e;
}
}
示例3: loadLocaleDecorations
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private void loadLocaleDecorations() throws IOException {
List<Decoration> blockDecorations = locale.decorations;
try {
// Load game assets
for (int i = 0; i < blockDecorations.size(); i++) {
Decoration decoration = blockDecorations.get(i);
Debug.d("Loading decoration sprite texture from " + decoration.sprite_texture);
final AssetBitmapTexture decorationSpriteTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, decoration.sprite_texture);
decorationSpriteTexture.load();
this.decorationTextures.put(decoration, decorationSpriteTexture);
this.decorationSprites.put(decoration, TextureRegionFactory.extractTiledFromTexture(decorationSpriteTexture, 0, 0, DECORATION_SPRITE_WIDTH * DECORATION_SPRITE_COLS, DECORATION_SPRITE_HEIGHT * DECORATION_SPRITE_ROWS, DECORATION_SPRITE_COLS, DECORATION_SPRITE_ROWS));
Debug.d("Loading decoration block texture from " + decoration.block_texture);
final AssetBitmapTexture decorationTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, decoration.block_texture);
decorationTexture.load();
int[] decorationTileSize = GameTextures.calculateTileSize(decoration.columns, decoration.rows, decoration.height);
Debug.d("Word "+decoration.name+" has size "+decoration.columns+"x"+decoration.rows+" and sprite size "+decorationTileSize[0]+"x"+decorationTileSize[1]);
this.decorationBlocks.put(decoration, TextureRegionFactory.extractTiledFromTexture(decorationTexture, 0, 0, decorationTileSize[0] * DECORATION_TEXTURE_COLS, decorationTileSize[1] * DECORATION_TEXTURE_ROWS, DECORATION_TEXTURE_COLS, DECORATION_TEXTURE_ROWS));
}
} catch (final IOException e)
{
e.printStackTrace();
throw e;
}
}
示例4: getTextureFromAsset
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private TextureRegion getTextureFromAsset(final String path) {
try {
texture = new BitmapTexture(engine.getTextureManager(), new IInputStreamOpener() {
@Override
public InputStream open() throws IOException {
return context.getAssets().open("gfx/" + path); // path of the image
}
}, TextureOptions.BILINEAR);
texture.load();
return TextureRegionFactory.extractFromTexture(texture);
} catch (IOException e) {
e.printStackTrace();
Log.e(ASSETS_ERROR_TAG, e.toString());
}
return null;
}
示例5: getTiledTextureFromAsset
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private TiledTextureRegion getTiledTextureFromAsset(final String path, int rows, int columns) {
try {
texture = new BitmapTexture(engine.getTextureManager(), new IInputStreamOpener() {
@Override
public InputStream open() throws IOException {
return context.getAssets().open("gfx/" + path); // path of the image
}
}, TextureOptions.BILINEAR);
texture.load();
return TextureRegionFactory.extractTiledFromTexture(texture, rows, columns);
} catch (IOException e) {
e.printStackTrace();
Log.e(ASSETS_ERROR_TAG, e.toString());
}
return null;
}
示例6: populateScene
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
@Override
public void populateScene() {
AbstractGameActivity activity = getActivity();
if (activity == null) {
return;
}
ResourcesManager resourcesManager = activity.getResourcesManager();
try {
resourcesManager.uploadTexture("gfx/splash.jpg");
} catch (IOException e) {
return;
}
TextureRegion splashRegion = TextureRegionFactory.extractFromTexture(
resourcesManager.getTexture("gfx/splash.jpg"));
mSplash = new Sprite(0, 0, splashRegion, resourcesManager.getVertexBufferObjectManager()) {
@Override
protected void preDraw(GLState pGLState, Camera pCamera) {
super.preDraw(pGLState, pCamera);
pGLState.enableDither();
}
};
mSplash.setPosition(activity.getCameraWidth() / 2, activity.getCameraHeight() / 2);
attachChild(mSplash);
}
示例7: createBackground
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private void createBackground() {
Logger.log(TAG, "creating menu background");
AbstractGameActivity activity = getActivity();
if (activity == null) {
return;
}
ResourcesManager manager = activity.getResourcesManager();
TextureRegion region = TextureRegionFactory.extractFromTexture(manager.getTexture("gfx/menu_background.jpg"));
attachChild(new Sprite(activity.getCameraWidth() / 2, activity.getCameraHeight() / 2,
region, manager.getVertexBufferObjectManager()) {
@Override
protected void preDraw(GLState pGLState, Camera pCamera) {
super.preDraw(pGLState, pCamera);
pGLState.enableDither();
}
});
}
示例8: onCreateScene
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
@Override
protected Scene onCreateScene() {
Logger.log(TAG, "onCreateScene");
Scene scene = new Scene();
ITexture background = mResources.getTexture("background.jpg");
ITextureRegion region = TextureRegionFactory.extractFromTexture(background);
Logger.log(TAG, "region: x - " + region.getTextureX() + "; y - " + region.getTextureY() +
"; width - " + region.getWidth() + "; height - " + region.getHeight());
Sprite backgroundSprite = new Sprite(CAMERA_WIDTH / 2, CAMERA_HEIGHT / 2, region, getVertexBufferObjectManager());
scene.attachChild(backgroundSprite);
ITexture fish = mResources.getTexture("fish.png");
ITextureRegion fishRegion = TextureRegionFactory.extractFromTexture(fish);
Sprite fishSprite = new Sprite(CAMERA_WIDTH / 2, CAMERA_HEIGHT / 2, fishRegion, getVertexBufferObjectManager());
scene.attachChild(fishSprite);
return scene;
}
示例9: getTexture
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
TextureRegion getTexture(final String path) {
try {
ITexture texture = new BitmapTexture(textureManager, new IInputStreamOpener() {
@Override
public InputStream open() throws IOException {
return assetManager.open(path);
}
}, TextureOptions.BILINEAR);
return TextureRegionFactory.extractFromTexture(texture);
} catch (IOException e) {
e.printStackTrace();
}
return null;
}
示例10: drawActiveBar
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
/**
* Draws the volume bar (only thr active colored part).
*/
public void drawActiveBar() {
int xPartShown;
// Clean memory if the texture is loaded:
if(shownBarTR!=null) {
if(shownBarTR.getTexture().isLoadedToHardware()) {
//shownBarTR.getTexture().unload();
shownBarTR = null;
shownBar.detachSelf();
}
}
// Calculates the pixels that must be shown:
xPartShown = Math.round(value * texture_width / VALUE_MAX);
// Load texture showing only the part on the left of value:
shownBarTR = TextureRegionFactory.extractFromTexture(
ResourceManager.getInstance().mainOptionsSoundBarsActive.getTexture(),
0, 0, xPartShown, texture_height, false);
shownBar = new Sprite(
x - texture_width/2 + shownBarTR.getWidth()/2, y,
shownBarTR,
ResourceManager.getInstance().engine.getVertexBufferObjectManager());
attachChild(shownBar);
}
示例11: loadRecordsResources
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
public synchronized void loadRecordsResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/results/");
BitmapTextureAtlas recordHeadsT = new BitmapTextureAtlas(this.textureManager, 100, 100,
mTransparentTextureOption);
BitmapTextureAtlasTextureRegionFactory.createFromAsset(
recordHeadsT, this.activity, "results_records_winner_faces.png", 0, 0);
recordHeadsT.load();
menuRecordsRyokoHead = TextureRegionFactory.
extractFromTexture(recordHeadsT, 0, 0, 50, 50, false);
menuRecordsRyokoHeadGold = TextureRegionFactory.
extractFromTexture(recordHeadsT, 0, 50, 50, 50, false);
menuRecordsShoHead = TextureRegionFactory.
extractFromTexture(recordHeadsT, 50, 0, 50, 50, false);
menuRecordsShoHeadGold = TextureRegionFactory.
extractFromTexture(recordHeadsT, 50, 50, 50, 50, false);
}
示例12: setSpotlight
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
public void setSpotlight(String texture) {
try {
final AssetBitmapTexture spotlight_texture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, texture);
spotlight_texture.load();
TextureRegion spotlight_region = TextureRegionFactory.extractFromTexture(spotlight_texture);
this.clearSpotlight();
this.spotlight = new Sprite(this.getWidth()/2, this.getHeight()/2, spotlight_region, PhoeniciaContext.vboManager);
this.spotlight.setZIndex(this.guideSprite.getZIndex()-1);
this.attachChild(this.spotlight);
this.sortChildren();
} catch (IOException e) {
Debug.e("Failed to load spotlight texture: "+texture);
}
}
示例13: LoadingScene
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
public LoadingScene(PhoeniciaGame game) {
super();
this.game = game;
this.setBackground(new Background(new Color(100, 100, 100)));
try {
AssetBitmapTexture splashTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, "textures/loading.png", TextureOptions.BILINEAR);
splashTextureRegion = TextureRegionFactory.extractFromTexture(splashTexture);
splashTexture.load();
splash = new Sprite(0, 0, splashTextureRegion, PhoeniciaContext.vboManager);
final float scale_factor = (GameActivity.CAMERA_HEIGHT / splashTextureRegion.getHeight()) + 0.1f;
splash.setScale(scale_factor);
splash.setPosition((GameActivity.CAMERA_WIDTH) * 0.5f, (GameActivity.CAMERA_HEIGHT) * 0.5f);
this.attachChild(splash);
AssetBitmapTexture progressbarTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, "textures/progressbar.png", TextureOptions.BILINEAR);
progressbarTexture.load();
progressbarTextureRegion = TextureRegionFactory.extractFromTexture(progressbarTexture);
progress = new ProgressBar((GameActivity.CAMERA_WIDTH + 5) * 0.5f, (125 * scale_factor), progressbarTextureRegion, PhoeniciaContext.vboManager);
progress.setScale(scale_factor);
this.attachChild(progress);
} catch (final IOException e) {
System.err.println("Error loading splash!");
e.printStackTrace(System.err);
}
}
示例14: loadLocaleDefaults
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private void loadLocaleDefaults() throws IOException {
try {
inventoryTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, this.locale.inventoryBlock.block_texture);
inventoryTexture.load();
int[] inventoryTileSize = GameTextures.calculateTileSize(locale.inventoryBlock.columns, locale.inventoryBlock.rows, locale.inventoryBlock.height);
inventoryTiles = TextureRegionFactory.extractTiledFromTexture(inventoryTexture, 0, 0, inventoryTileSize[0] * 4, inventoryTileSize[1] * 2, 4, 2);
this.spriteMasks.put(inventoryTiles, AssetBitmapTextureAtlasSource.create(PhoeniciaContext.assetManager, this.locale.inventoryBlock.block_texture).onLoadBitmap(Bitmap.Config.ALPHA_8));
marketTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, this.locale.marketBlock.block_texture);
marketTexture.load();
int[] marketTileSize = GameTextures.calculateTileSize(locale.marketBlock.columns, locale.marketBlock.rows, locale.marketBlock.height);
marketTiles = TextureRegionFactory.extractTiledFromTexture(marketTexture, 0, 0, marketTileSize[0] * 4, marketTileSize[1] * 2, 4, 2);
this.spriteMasks.put(marketTiles, AssetBitmapTextureAtlasSource.create(PhoeniciaContext.assetManager, this.locale.marketBlock.block_texture).onLoadBitmap(Bitmap.Config.ALPHA_8));
workshopTexture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, this.locale.workshopBlock.block_texture);
workshopTexture.load();
int[] workshopTileSize = GameTextures.calculateTileSize(locale.workshopBlock.columns, locale.workshopBlock.rows, locale.workshopBlock.height);
workshopTiles = TextureRegionFactory.extractTiledFromTexture(workshopTexture, 0, 0, workshopTileSize[0] * 4, workshopTileSize[1] * 2, 4, 2);
this.spriteMasks.put(workshopTiles, AssetBitmapTextureAtlasSource.create(PhoeniciaContext.assetManager, this.locale.workshopBlock.block_texture).onLoadBitmap(Bitmap.Config.ALPHA_8));
} catch (final IOException e) {
e.printStackTrace();
throw e;
}
}
示例15: loadLocalePeople
import org.andengine.opengl.texture.region.TextureRegionFactory; //导入依赖的package包/类
private void loadLocalePeople() throws IOException {
for (Person person : this.locale.people) {
try {
AssetBitmapTexture texture = new AssetBitmapTexture(PhoeniciaContext.textureManager, PhoeniciaContext.assetManager, person.texture_src);
texture.load();
this.personTextures.put(person, texture);
this.personTiles.put(person, TextureRegionFactory.extractFromTexture(texture, 0, 0, PERSON_TILE_WIDTH, PERSON_TILE_HEIGHT));
} catch (final IOException e) {
e.printStackTrace();
throw e;
}
}
}