本文整理汇总了Java中com.badlogic.gdx.graphics.Pixmap.getPixel方法的典型用法代码示例。如果您正苦于以下问题:Java Pixmap.getPixel方法的具体用法?Java Pixmap.getPixel怎么用?Java Pixmap.getPixel使用的例子?那么, 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.Pixmap
的用法示例。
在下文中一共展示了Pixmap.getPixel方法的13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: fillFormWithConstantColor
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
public static Pixmap fillFormWithConstantColor(Pixmap pixmap, Color fillColor) {
// set fill color
pixmap.setColor(fillColor);
Color color = new Color();
for (int x = 0; x < pixmap.getWidth(); x++) {
for (int y = 0; y < pixmap.getHeight(); y++) {
int colorInt = pixmap.getPixel(x, y);
color.set(colorInt);
// get color alpha value
float alpha = color.a;
if (alpha > 0) {
pixmap.setColor(fillColor);
pixmap.fillRectangle(x, y, 1, 1);
} else {
pixmap.setColor(new Color(0, 0, 0, 0));
pixmap.fillRectangle(x, y, 1, 1);
}
}
}
return pixmap;
}
示例2: TileTouchCheck
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private TileTouchCheck(Pixmap pixelMap, TextureRegion region) {
this.width = region.getRegionWidth();
this.height = region.getRegionHeight();
map = new int[width * height];
int i = -1;
// pixmap coordinates have the origin in the top left corner; shift it so it goes from the bottom left instead
for (int x = 0; x < width; x++) {
for (int y = height-1; y >= 0; y--) {
Color color = new Color(pixelMap.getPixel(region.getRegionX() + x, region.getRegionY() + y));
i++;
if(color.a == 0) continue; // set to zero, tile doesn't matter
if(color.equals(Color.WHITE)) // the tile must be different from the center tile
map[i] = WHITE;
else if(color.equals(Color.BLACK)) // the tile must be equal to the center tile
map[i] = BLACK;
}
}
}
示例3: createHighlightingGraphic
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private Texture createHighlightingGraphic(TextureRegion textureRegion)
{
TextureData textureData = textureRegion.getTexture().getTextureData();
textureData.prepare();
Pixmap sourcePixmap = textureData.consumePixmap();
Pixmap destinationPixmap = new Pixmap(textureRegion.getRegionWidth(), textureRegion.getRegionHeight(), Format.RGBA8888);
Color color = new Color();
for (int x = 0; x < textureRegion.getRegionWidth(); x++)
{
for (int y = 0; y < textureRegion.getRegionHeight(); y++)
{
int colorInt = sourcePixmap.getPixel(textureRegion.getRegionX() + x, textureRegion.getRegionY() + y);
Color.rgba8888ToColor(color, colorInt);
destinationPixmap.setColor(1.0f, 1f, 1.0f, 1);
if (color.a > 0.004f)
destinationPixmap.drawPixel(x, y);
}
}
Texture result = new Texture(destinationPixmap);
textureData.disposePixmap();
destinationPixmap.dispose();
return result;
}
示例4: stencil
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private void stencil(Planet planet, Texture texture, PlanetCell.CellType[] replaceTypes, int degrees, int x1, int y1) {
final TextureData textureData = texture.getTextureData();
textureData.prepare();
final Pixmap pixmap = textureData.consumePixmap();
for (int y = 0; y < texture.getHeight(); y++) {
for (int x = 0; x < texture.getWidth(); x++) {
tv.set(x, y).rotate(degrees).add(x1, y1);
int color = pixmap.getPixel(x, texture.getHeight() - y);
final PlanetCell.CellType type = getSourceCellType(planet, color);
if (type != null) {
replaceCell(planet, Math.round(tv.x), Math.round(tv.y), replaceTypes, type, color);
}
}
}
pixmap.dispose();
}
示例5: MapManager
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
public MapManager(Texture map){
bkgnd = SpriteSheet.background;
width = map.getWidth();
height = map.getHeight();
tiles = new short[width * height];
if(!map.getTextureData().isPrepared())
map.getTextureData().prepare();
Pixmap p = map.getTextureData().consumePixmap();
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
if(p.getPixel(x,y) == Tile.GRASS_COL) tiles[x + ((height - y - 1) * width)] = Tile.GRASS_ID;
if(p.getPixel(x,y) == Tile.DIRT_COL) tiles[x + ((height - y - 1) * width)] = Tile.DIRT_ID;
if(p.getPixel(x,y) == Tile.SAND_COL) tiles[x + ((height - y - 1) * width)] = Tile.SAND_ID;
if(p.getPixel(x,y) == Tile.WATER_COL) tiles[x + ((height - y - 1) * width)] = Tile.WATER_ID;
}
}
}
示例6: verifyMap
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private boolean verifyMap(){
int psc = ColorMapper.getColor(SpecialBlocks.playerSpawn);
int esc = ColorMapper.getColor(SpecialBlocks.enemySpawn);
int playerSpawns = 0;
int enemySpawns = 0;
Pixmap pix = editor.pixmap();
for(int x = 0; x < pix.getWidth(); x ++){
for(int y = 0; y < pix.getHeight(); y ++){
int i = pix.getPixel(x, y);
if(i == psc) playerSpawns ++;
if(i == esc) enemySpawns ++;
}
}
if(playerSpawns == 0){
Vars.ui.showError("$text.editor.noplayerspawn");
return false;
}else if(playerSpawns > 1){
Vars.ui.showError("$text.editor.manyplayerspawns");
return false;
}
if(enemySpawns > MapEditor.maxSpawnpoints){
Vars.ui.showError(Bundles.format("text.editor.manyenemyspawns", MapEditor.maxSpawnpoints));
return false;
}
return true;
}
示例7: gaussianPixmap
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private static void gaussianPixmap(Pixmap in, Pixmap out, double[][] gwm, int gaussianRadius) {
Color inColor = new Color();
Color outColor = new Color();
int offsetX = (in.getWidth() - out.getWidth()) / 2;
int offsetY = (in.getHeight() - out.getHeight()) / 2;
int width = out.getWidth();
int height = out.height();
for (int x = 0; x < width; x++, width = out.getWidth()) {
for (int y = 0; y < height; y++, height = out.height()) {
outColor.set(0, 0, 0, 0);
for (int ox = -gaussianRadius; ox <= gaussianRadius; ox++) {
for (int oy = -gaussianRadius; oy <= gaussianRadius; oy++) {
int pixel = in.getPixel(x + ox + offsetX, y + oy + offsetY);
inColor.set(pixel);
double d = gwm[ox + gaussianRadius][oy + gaussianRadius];
outColor.r += inColor.r * d;
outColor.g += inColor.g * d;
outColor.b += inColor.b * d;
outColor.a += inColor.a * d;
}
}
out.drawPixel(x, y, Color.rgba8888(outColor.clamp()));
}
}
}
示例8: blurHorizontal
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private static void blurHorizontal(Pixmap src, Pixmap dst, int radius) {
for (int i = 0; i < src.getWidth(); i++) {
for (int j = 0; j < src.getHeight(); j++) {
int r = 0;
int g = 0;
int b = 0;
int count = 0;
for (int x = i - radius; x <= i + radius; x++) {
if (x < 0 || x > src.getWidth()) {
continue;
}
int current = src.getPixel(x, j) >> 8; // dump the alpha value
b += (current & 0xff);
current >>= 8;
g += (current & 0xff);
current >>= 8;
r += (current & 0xff);
count++;
}
r /= count;
g /= count;
b /= count;
dst.drawPixel(i, j, getRGB(r, g, b));
}
}
}
示例9: blurVertical
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private static void blurVertical(Pixmap src, Pixmap dst, int radius) {
for (int i = 0; i < src.getWidth(); i++) {
for (int j = 0; j < src.getHeight(); j++) {
int r = 0;
int g = 0;
int b = 0;
int count = 0;
for (int y = j - radius; y <= j + radius; y++) {
if (y < 0 || y >= src.getHeight()) {
continue;
}
int current = src.getPixel(i, y) >> 8; // no alpha needed
b += (current & 0xff);
current >>= 8;
g += (current & 0xff);
current >>= 8;
r += (current & 0xff);
count++;
}
r /= count;
g /= count;
b /= count;
dst.drawPixel(i, j, getRGB(r, g, b));
}
}
}
示例10: gaussianPixmap
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private static void gaussianPixmap(Pixmap in, Pixmap out, double[][] gwm, int gaussianRadius) {
Color inColor = new Color();
Color outColor = new Color();
int offsetX = (in.getWidth() - out.getWidth()) / 2;
int offsetY = (in.getHeight() - out.getHeight()) / 2;
for (int x = 0; x < out.getWidth(); x++) {
for (int y = 0; y < out.getHeight(); y++) {
outColor.set(0, 0, 0, 0);
for (int ox = -gaussianRadius; ox <= gaussianRadius; ox++) {
for (int oy = -gaussianRadius; oy <= gaussianRadius; oy++) {
int pixel = in.getPixel(x + ox + offsetX, y + oy + offsetY);
inColor.set(pixel);
double d = gwm[ox + gaussianRadius][oy + gaussianRadius];
outColor.r += inColor.r * d;
outColor.g += inColor.g * d;
outColor.b += inColor.b * d;
outColor.a += inColor.a * d;
}
}
out.drawPixel(x, y, Color.rgba8888(outColor.clamp()));
}
}
}
示例11: colorNotMatch
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
private boolean colorNotMatch(Pixmap pixmap, int x, int y, int color)
{
int pixel = pixmap.getPixel(x, y);
if ((pixel & 0xFF) == 0)
{
return color != 0;
}
return pixel != color;
}
示例12: pick
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
public static int pick( int index, int x, int y ) {
GdxTexture bmp = TextureCache.get( Assets.ITEMS ).bitmap;
int rows = bmp.getWidth() / SIZE;
int row = index / rows;
int col = index % rows;
// FIXME: I'm assuming this is super slow?
final TextureData td = bmp.getTextureData();
if (!td.isPrepared()) {
td.prepare();
}
final Pixmap pixmap = td.consumePixmap();
int pixel = pixmap.getPixel(col * SIZE + x, row * SIZE + y);
pixmap.dispose();
return pixel;
}
示例13: generate
import com.badlogic.gdx.graphics.Pixmap; //导入方法依赖的package包/类
/**Returns world size.*/
public static void generate(Pixmap pixmap, Tile[][] tiles){
boolean hasenemies = true, hascore = false;
Noise.setSeed(Vars.world.getSeed());
for(int x = 0; x < pixmap.getWidth(); x ++){
for(int y = 0; y < pixmap.getHeight(); y ++){
Block floor = Blocks.stone;
Block block = Blocks.air;
int color = pixmap.getPixel(x, pixmap.getHeight()-1-y);
BlockPair pair = ColorMapper.get(color);
if(pair != null){
block = pair.wall;
floor = pair.floor;
}
if(block == SpecialBlocks.playerSpawn){
block = Blocks.air;
Vars.control.setCore(Vars.world.tile(x, y));
hascore = true;
}else if(block == SpecialBlocks.enemySpawn){
block = Blocks.air;
Vars.control.addSpawnPoint(Vars.world.tile(x, y));
hasenemies = true;
}
if(block == Blocks.air && Mathf.chance(0.025) && rocks.containsKey(floor)){
block = rocks.get(floor);
}
if(floor == Blocks.stone || floor == Blocks.grass || floor == Blocks.blackstone ||
floor == Blocks.snow || floor == Blocks.sand){
if(Noise.nnoise(x, y, 8, 1) > 0.21){
floor = Blocks.iron;
}
if(Noise.nnoise(x, y, 6, 1) > 0.237){
floor = Blocks.coal;
}
if(Noise.nnoise(x + 9999, y + 9999, 8, 1) > 0.27){
floor = Blocks.titanium;
}
if(Noise.nnoise(x + 99999, y + 99999, 7, 1) > 0.259){
floor = Blocks.uranium;
}
}
if(color == Hue.rgb(Color.PURPLE)){
if(!Vars.android) new Enemy(EnemyTypes.target).set(x * Vars.tilesize, y * Vars.tilesize).add();
floor = Blocks.stone;
}
tiles[x][y].setBlock(block, 0);
tiles[x][y].setFloor(floor);
}
}
for(int x = 0; x < pixmap.getWidth(); x ++){
for(int y = 0; y < pixmap.getHeight(); y ++) {
tiles[x][y].updateOcclusion();
}
}
if(!hascore){
GameState.set(State.menu);
Vars.ui.showError("[orange]Invalid map:[] this map has no core!");
}
if(!hasenemies){
GameState.set(State.menu);
Vars.ui.showError("[orange]Invalid map:[] this map has no enemy spawnpoints!");
}
}