本文整理汇总了Java中com.badlogic.gdx.graphics.OrthographicCamera.update方法的典型用法代码示例。如果您正苦于以下问题:Java OrthographicCamera.update方法的具体用法?Java OrthographicCamera.update怎么用?Java OrthographicCamera.update使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.graphics.OrthographicCamera
的用法示例。
在下文中一共展示了OrthographicCamera.update方法的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: onEnter
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
public void onEnter() {
super.onEnter();
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera();
camera.setToOrtho(false, (w / h) * 640, 640);
camera.update();
map = new TmxMapLoader().load("Resource/tiles.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 2f);//1f / 32f);
func = CC.Scheduler().renderAfterSchedulePerFrame((t)->{
camera.position.set(500, 320, 0);
camera.update();
renderer.setView(
camera.combined,
0, 0, 1000, 500);
renderer.render();
return false;
}, 0, false);
}
示例2: createCamera
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
/**
* Creates a new Orthographic Camera for the Game.
*
* @return the created camera.
*/
private OrthographicCamera createCamera() {
OrthographicCamera camera = new OrthographicCamera(VIEWPORT_WIDTH / PIXEL_TO_METER,
VIEWPORT_HEIGHT / PIXEL_TO_METER);
camera.position.set(model.getBallModel().getX() / PIXEL_TO_METER,
model.getBallModel().getY() / PIXEL_TO_METER, 0);
camera.update();
if (DEBUG_PHYSICS) {
debugRenderer = new Box2DDebugRenderer();
debugCamera = camera.combined.cpy();
debugCamera.scl(1 / PIXEL_TO_METER);
}
return camera;
}
示例3: MenuScreen
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
public MenuScreen() {
camera = new OrthographicCamera();
viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
viewport.apply();
camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
camera.update();
betaText = new BitmapFont(Gdx.files.internal("score.fnt"), Gdx.files.internal("score.png"), false);
betaText.getData().setScale(0.35f);
logo = new Sprite(new Texture("logo.png"));
Random r = new Random();
background = new Particle[r.nextInt(55 - 45) + 45];
for (int i = 0; i < background.length; i++) {
int size = r.nextInt(4) + 1;
int x = r.nextInt(Game.WIDTH);
int y = r.nextInt(Game.HEIGHT);
background[i] = new Particle(x, y, 0, 0, -1, new Color(207 / 255f, 187 / 255f, 20 / 255f, 1f), size);
}
musicMuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_muted.png")));
musicUnmuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_unmuted.png")));
play = new CenteredButton(500, "buttons/play.png");
music = new Button(Game.WIDTH - 130, 15, Game.musicMuted() ? musicMuted : musicUnmuted);
music.setScale(4f);
}
示例4: initUtils
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
private void initUtils() {
//init camera & viewport
camera = new OrthographicCamera();
viewport = new StretchViewport(Polymorph.WORLD_WIDTH, Polymorph.WORLD_HEIGHT, camera);
viewport.apply(true);
camera.update();
//init sprite batch
batch = new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
//init font
FreeTypeFontGenerator fontGenerator = polymorph.getAssetManager().get(Polymorph.FONT_BOLD_PATH, FreeTypeFontGenerator.class);
FreeTypeFontParameter fontSettings = new FreeTypeFontParameter();
fontSettings.size = 80;
fontSettings.minFilter = TextureFilter.Linear;
fontSettings.magFilter = TextureFilter.Linear;
font = fontGenerator.generateFont(fontSettings);
}
示例5: read
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
@Override
public OrthographicCamera read(Kryo kryo, Input input, Class<OrthographicCamera> type) {
OrthographicCamera camera = new OrthographicCamera();
Vector3 position = kryo.readObject(input, Vector3.class);
Vector3 direction = kryo.readObject(input, Vector3.class);
Vector3 up = kryo.readObject(input, Vector3.class);
camera.position.set(position);
camera.direction.set(direction);
camera.up.set(up);
camera.near = input.readFloat();
camera.far = input.readFloat();
camera.viewportWidth = input.readFloat();
camera.viewportHeight = input.readFloat();
camera.zoom = input.readFloat();
camera.update();
return camera;
}
示例6: create
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
@Override
public void create() {
if (androidInterface != null)
androidInterface.tryToStopMusicApp();
batch = new SpriteBatch();
sr = new ShapeRenderer();
camera = new OrthographicCamera();
viewport = new FitViewport(Configuration.WINDOW_WIDTH, Configuration.WINDOW_HEIGHT, camera);
camera.position.set(viewport.getWorldWidth() / 2 - (viewport.getWorldWidth() - 500) / 2, viewport.getWorldHeight() / 2 - (viewport.getWorldHeight() - 220) / 2, 0);
camera.update();
fade = new Sprite(new Texture("sprites/fade.png"));
fade.setBounds(0, -100, viewport.getWorldWidth(), viewport.getWorldHeight() - 40);
font = new BitmapFont(Gdx.files.internal("fonts/amiga4everpro2.fnt"));
showModernTimesCutscene(); // start the game
}
示例7: init
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
private void init() {
batch = new SpriteBatch();
camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT);
camera.position.set(0, 0, 0);
camera.update();
cameraGUI = new OrthographicCamera(Constants.VIEWPORT_GUI_WIDTH, Constants.VIEWPORT_GUI_HEIGHT);
cameraGUI.position.set(0, 0, 0);
cameraGUI.setToOrtho(true);
cameraGUI.update();
}
示例8: SplashScreen
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
public SplashScreen() {
camera = new OrthographicCamera();
viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
viewport.apply();
camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
camera.update();
logo = new Sprite(new Texture(Gdx.files.internal("gussio.png")));
initiateTime = System.currentTimeMillis();
}
示例9: copy
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
@Override
public OrthographicCamera copy (Kryo kryo, OrthographicCamera original) {
OrthographicCamera camera = new OrthographicCamera();
camera.position.set(original.position);
camera.direction.set(original.direction);
camera.up.set(original.up);
camera.near = original.near;
camera.far = original.far;
camera.viewportWidth = original.viewportWidth;
camera.viewportHeight = original.viewportHeight;
camera.zoom = original.zoom;
camera.update();
return camera;
}
示例10: create
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
@Override
public void create () {
// When game is started
// Graphics
spriteBatch = new SpriteBatch();
// Audio
musicManager = new MusicManager();
soundManager = new SoundManager();
// Setting Cameras to the size of the game window
cam = new OrthographicCamera(WIDTH, HEIGHT);
viewport = new ExtendViewport(WIDTH, HEIGHT, cam);
cam.position.set(cam.viewportWidth / 2f, cam.viewportHeight / 2f, 0);
cam.update(); // commit cam changes from translate
// Start Keyboard Input
input = new GameInputProcessor();
Gdx.input.setInputProcessor(input);
// Start Image Manager
imageManager = new ImageManager();
// Start Game State Manager
gsm = new GameStateManager(this);
}
示例11: create
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
@Override
public void create()
{
// DisplayMode[] dms = Gdx.graphics.getDisplayModes();
// Texture.setEnforcePotImages(false);
bivSettings = new BIVSettings();
bivSettings.Load();
float w = fScreenWidth = iScreenWidth = Gdx.graphics.getWidth();
float h = fScreenHeight = iScreenHeight = Gdx.graphics.getHeight();
camera = new OrthographicCamera(w, h);
camera.setToOrtho(false, w, h);
camera.update();
batch = new SpriteBatch();
nightModeManager = new NightModeManager();
Gdx.input.setInputProcessor(myInputProcessor);
ui = new UI();
if (bivSettings.restartBorderlessToggle)
{
// The restartBorderlessToggle flag should no longer be used.
bivSettings.restartBorderlessToggle = false;
bivSettings.Save();
ui.openWindow(MainOptionsWnd.class);
ui.openWindow(WindowOptionsWnd.class);
}
texLightGray = Create1x1ColorTexture(new Color(0.667f, 0.667f, 0.667f, 0.667f));
texDarkGreen = Create1x1ColorTexture(new Color(0f, 0.444f, 0f, 0.5f));
texDarkGray = Create1x1ColorTexture(new Color(0.333f, 0.333f, 0.333f, 0.5f));
texRed = Create1x1ColorTexture(new Color(1f, 0f, 0f, 0.667f));
images = new Images();
images.Initialize();
}
示例12: ScreenManager
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
public ScreenManager() {
float width = Gdx.graphics.getWidth();
float height = Gdx.graphics.getHeight();
oc = new OrthographicCamera(width * 2, width * 2 * (height / width));
oc.position.set(oc.viewportWidth / 2f, oc.viewportHeight/2, 0);
oc.update();
sb = new SpriteBatch();
}
示例13: applyTo
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
public void applyTo(OrthographicCamera camera) {
camera.position.x = position.x;
camera.position.y = position.y;
camera.zoom = zoom;
camera.update();
}
示例14: GameScreen
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
public GameScreen() {
entities.clear();
camera = new OrthographicCamera();
viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
viewport.apply();
camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
camera.update();
earthTexture = new Sprite(new Texture(Gdx.files.internal("world.png")));
musicMuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_muted.png")));
musicUnmuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_unmuted.png")));
earth = new Circle((float) (Game.WIDTH / 2 - Game.HEIGHT * 0.2), (float) (Game.HEIGHT / 2 - Game.HEIGHT * 0.2), (float) (Game.HEIGHT * 0.2));
this.player = new Player();
entities.add(player);
// entities.add(new Sentry());
Texture full = new Texture(Gdx.files.internal("meteorite.png"));
meteoriteSprites = new Sprite[4];
for (int i = 0; i < meteoriteSprites.length; i++) {
TextureRegion region = new TextureRegion(full, i * 20, 0, 20, 20);
meteoriteSprites[i] = new Sprite(region);
}
Texture full2 = new Texture(Gdx.files.internal("warning.png"));
warningSprites = new Sprite[2];
warningSprites[0] = new Sprite(new TextureRegion(full2, 0, 0, 9, 9));
warningSprites[1] = new Sprite(new TextureRegion(full2, 9, 0, 9, 9));
shopWindow = new ShopWindow();
scoreFont = new BitmapFont(Gdx.files.internal("score.fnt"), Gdx.files.internal("score.png"), false);
scoreFont.getData().setScale(0.8f);
leftButton = new Button(10, 10, 180, "buttons/control_button.png");
rightButton = new Button(210, 10, "buttons/control_button.png");
shopButton = new Button(Game.WIDTH - shopWindow.getShopWidth() - 190, 10, "buttons/shop_button.png");
leftButton.setScale(1.5f);
rightButton.setScale(1.5f);
shopButton.setScale(1.5f);
exit = new Button(1230, 450, "buttons/exit.png");
pauseExit = new Button(1230, 450, "buttons/exit.png");
retry = new Button(500, 450, "buttons/retry.png");
resume = new Button(500, 450, "buttons/resume.png");
music = new Button(Game.WIDTH - 130, 15, Game.musicMuted() ? musicMuted : musicUnmuted);
music.setScale(4f);
soundtrack = Gdx.audio.newMusic(Gdx.files.internal("sound/soundtrack.wav"));
meteorDestroySound = Gdx.audio.newSound(Gdx.files.internal("sound/explosion.wav"));
soundtrack.setLooping(true);
if (!Game.musicMuted())
soundtrack.play();
//generating randomized background
Random r = new Random();
background = new Particle[r.nextInt(55 - 45) + 45];
for (int i = 0; i < background.length; i++) {
int size = r.nextInt(4) + 1;
int x = r.nextInt(Game.WIDTH);
int y = r.nextInt(Game.HEIGHT);
background[i] = new Particle(x, y, 0, 0, -1, new Color(207 / 255f, 187 / 255f, 20 / 255f, 1f), size);
}
}
示例15: show
import com.badlogic.gdx.graphics.OrthographicCamera; //导入方法依赖的package包/类
@Override
public void show() {
// ui
hud = new HudScene(spriteBatch, shapeRenderer, arcRenderer);
//input
InputMultiplexer multiplexer = new InputMultiplexer();
multiplexer.addProcessor(hud.getStage());
multiplexer.addProcessor(new GestureDetector(new GameGestureProcessor(this)));
multiplexer.addProcessor(new GameInputProcessor(this));
Gdx.input.setInputProcessor(multiplexer);
// map
map = new TmxMapLoader().load("maps/" + level.getFile());
mapHeight = map.getProperties().get("height", 40, int.class);
mapWidth = map.getProperties().get("width", 15, int.class);
tilewidth = map.getProperties().get("tilewidth", 128, int.class);
// renderer
float unitScale = 1 / (float) tilewidth;
tiledMapRenderer = new OrthogonalTiledMapRenderer(map, unitScale);
// camera
camera = new OrthographicCamera();
camera.setToOrtho(false, mapWidth, mapHeight);
camera.update();
// ecs
engine = new PooledEngine();
engine.addSystem(new WaveSystem(level));
engine.addSystem(new SpawnSystem(engine, mapHeight, 5.5f));
engine.addSystem(turretSystem = new TurretSystem());
engine.addSystem(pathFindingSystem = new PathFindingSystem(mapHeight, mapWidth, map));
engine.addSystem(new MoveToSystem());
engine.addSystem(new MovementSystem());
engine.addSystem(new RenderSystem(camera, tilewidth));
loadSprites();
setupEntities();
pathFindingSystem.init(new Vector2(39.5f, mapHeight - 10 + 0.5f));
}