本文整理汇总了Java中com.badlogic.gdx.graphics.Texture.getWidth方法的典型用法代码示例。如果您正苦于以下问题:Java Texture.getWidth方法的具体用法?Java Texture.getWidth怎么用?Java Texture.getWidth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.Texture
的用法示例。
在下文中一共展示了Texture.getWidth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: init
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
private void init() {
// Start Shooting
bulletCooldown = TimeUtils.millis();
enemyBulletSpeed = 5;
randomAttackCooldown = MathUtils.random(200, 1000);
// Drop Chance | 10% chance
dropChance = MathUtils.random(0, 9);
// Start Sprites
allTexture = new Texture(Gdx.files.internal(pathName));
TextureRegion[][] tmp = TextureRegion.split(allTexture, allTexture.getWidth() / 3, allTexture.getHeight() / 1);
rolls = new TextureRegion[3];
for (int i = 0; i < rolls.length; i++) {
rolls[i] = tmp[0][i];
}
// Start rectangle
collisionBounds = new Rectangle(x, y, allTexture.getWidth() / 3, allTexture.getHeight());
}
示例2: Tube
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Tube(float x) {
topTube = new Texture("toptube1.png");
bottomTube = new Texture("bottomtube1.png");
random = new Random();
posTopTube = new Vector2(x, random.nextInt(FLUCTUATION) + TUBE_GAP + LOWEST_OPENING);
posBotTube = new Vector2(x, posTopTube.y - TUBE_GAP - bottomTube.getHeight());
boundsTop = new Rectangle(posTopTube.x, posTopTube.y, topTube.getWidth(), topTube.getHeight());
boundsBot = new Rectangle(posBotTube.x, posBotTube.y, bottomTube.getWidth(), bottomTube.getHeight());
}
示例3: Chapa
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Chapa(int x, int y) {
position = new Vector3(x, y, 0);
velocity = new Vector3(0, 0, 0);
texture = new Texture("chapaanimation.png");
birdAnimation = new Animation(new TextureRegion(texture), 3, 0.5f);
bounds = new Rectangle(x, y, texture.getWidth() / 3, texture.getHeight());
initSounds();
}
示例4: draw
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
@Override
public void draw (Texture texture, float x, float y, int srcX, int srcY, int srcWidth, int srcHeight) {
float invTexWidth = 1.0f / texture.getWidth();
float invTexHeight = 1.0f / texture.getHeight();
float u = srcX * invTexWidth;
float v = (srcY + srcHeight) * invTexHeight;
float u2 = (srcX + srcWidth) * invTexWidth;
float v2 = srcY * invTexHeight;
draw().color(color).texture(texture).position(x, y).region(u, v, u2, v2);
}
示例5: Tube
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Tube(float x){
topTube = new Texture("toptube.png");
bottomTube = new Texture("bottomtube.png");
rand = new Random();
posTopTube = new Vector2(x, rand.nextInt(FLUCTUATION) + TUBE_GAP + LOWEST_OPENING);
posBotTube = new Vector2(x, posTopTube.y - TUBE_GAP - bottomTube.getHeight());
boundsTop = new Rectangle(posTopTube.x, posTopTube.y, topTube.getWidth(), topTube.getHeight());
boundsBot = new Rectangle(posBotTube.x, posBotTube.y, bottomTube.getWidth(), bottomTube.getHeight());
}
示例6: create
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
@Override
public void create() {
TextureComponent textureComponent = getComponentByType(TextureComponent.class);
if (textureComponent != null) {
Texture texture = new Texture(Gdx.files.internal(mTexturePath));
textureComponent.textureRegion = new TextureRegion(texture);
SizeComponent sizeComponent = getComponentByType(SizeComponent.class);
if (sizeComponent != null && sizeComponent.height == -1.f) {
float aspect = (float)texture.getWidth() / (float)texture.getHeight();
sizeComponent.height = sizeComponent.width / aspect;
}
}
}
示例7: Barrel
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Barrel(int x, int y) {
barrel = new Texture("Barrel.png");
rand = new Random();
posBarrel = new Vector2(rand.nextInt(FLUCTUATION) + BARREL_MIN_X, y);
//pos2Barrel = new Vector2(rand.nextInt(FLUCTUATION)+BARREL_MIN_X+posBarrel.x,60);
barrelBounds = new Rectangle(posBarrel.x, posBarrel.y, barrel.getWidth(), barrel.getHeight());
//barrel2Bounds = new Rectangle(pos2Barrel.x,pos2Barrel.y,barrel.getWidth(),barrel.getHeight());
collided = false;
}
示例8: Obstacle
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Obstacle(Texture obstacle, float x, float y, int frames, float time) {
this.obstacle = obstacle;
obstacleAnimation = new Animation(new TextureRegion(obstacle), frames, time);
posObs = new Vector2(x, y);
boundsObs = new Rectangle(posObs.x, posObs.y, obstacle.getWidth(), obstacle.getHeight());
hasCollided = false;
}
示例9: Cherry
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Cherry(int x, int y){
cherry = new Texture("Cherry2_0.35.png");
cherryAnimation = new Animation(new TextureRegion(cherry),2,0.5f);
rand = new Random();
posCherry = new Vector2(rand.nextInt(FLUCTUATION)+CHERRY_MIN_X, y);
cherryBounds = new Rectangle(posCherry.x,posCherry.y,cherry.getWidth(),cherry.getHeight());
collided = false;
}
示例10: GameObject
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public GameObject(Texture lookout, long id)
{
sprite = new Sprite(lookout);
sprite.setRegion(lookout);
collisionRectangle.width = lookout.getWidth();
collisionRectangle.height = lookout.getHeight();
this.id = id;
}
示例11: ActionBar
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
/**
* default constructor
*/
public ActionBar(float itemWidth, float itemHeight, int rows, int cols, Texture bgTexture, Texture blankTexture,
BitmapFont font) {
this.itemWidth = itemWidth;
this.itemHeight = itemHeight;
this.rows = rows;
this.cols = cols;
this.bgTexture = bgTexture;
// create new blank item
this.blankItem = new ActionBarItem(blankTexture, font);
this.items = new ActionBarItem[rows][cols];
float lastX = startX;
float lastY = startY;
for (int i = 0; i < rows; i++) {
lastY += paddingBottom;
for (int j = 0; j < cols; j++) {
// set blank item
items[i][j] = new ActionBarItem(blankTexture, font);
lastX += paddingLeft;
// calculate position and dimension
items[i][j].setDimension(itemWidth, itemHeight);
items[i][j].onMoveGroup(getX(), getY());
items[i][j].setPosition(lastX, lastY);
lastX += itemWidth + paddingRight;
}
lastY += itemHeight + paddingTop;
}
// calculate dimension
float width = bgTexture.getWidth();
float height = bgTexture.getHeight();
setDimension(width, height);
this.font = font;
}
示例12: Level5
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Level5(GameStateManager gsm, int c) {
super(gsm);
a = c;
// INITIALIZING ANIMALS
if (a == 1) {
sheep = new Sheep(150, 60);
}
if (a == 2) {
cow = new Cow(150, 60);
}
if (a == 3) {
pig = new Pig(150, 60);
}
if (a == 4) {
bunny = new Bunny(150, 60);
}
if (a == 5) {
chick = new Chick(150, 60);
}
sky = new Texture("CitySky.png");
farmer = new Farmer(-60,60);
buildings = new Texture("UpdatedCityBuildings.png");
ground = new Texture("CityGround.png");
cam.setToOrtho(false, GameTutorial.WIDTH / 2, GameTutorial.HEIGHT / 2);
groundPos1 = new Vector2(cam.position.x - cam.viewportWidth / 2 - ground.getWidth(), 0);
groundPos2 = new Vector2(ground.getWidth() + groundPos1.x, 0);
groundPos3 = new Vector2(ground.getWidth() + groundPos2.x, 0);
skyPos = new Vector2(cam.position.x - cam.viewportWidth / 2 - sky.getWidth(), 0);
skyPos2 = new Vector2(sky.getWidth() + skyPos.x, 0);
buildingsPos = new Vector2(cam.position.x - cam.viewportWidth / 2 - BUILDINGS_WIDTH, 0);
buildingsPos2 = new Vector2(buildingsPos.x + BUILDINGS_WIDTH, 0);
buildingsPos3 = new Vector2(2 * BUILDINGS_WIDTH + buildingsPos.x, 0);
buildingsPos4 = new Vector2(3 * BUILDINGS_WIDTH + buildingsPos.x, 0);
buildingsPos5 = new Vector2(4 * BUILDINGS_WIDTH + buildingsPos.x, 0);
//Obstacles
greyTexture = new Texture("CarGrey.png");
greyCar = new Obstacle(greyTexture, 700, 48, 1, 0.5f);
mushroomTexture = new Texture("Mushroom.png");
mushroom = new Obstacle(mushroomTexture, 2000, 70, 2, 0.2f);
mushroomIsTouched = false;
cherryTexture = new Texture("Cherry2_0.35.png");
cherry = new Obstacle(cherryTexture, 1000, 150, 2, 0.35f);
cherryIsTouched = false;
spikeTexture = new Texture("SPIKES2.0.18.png");
spikes = new Obstacle(spikeTexture, 1700, 50, 2, 0.5f);
startTime = System.currentTimeMillis();
batch = new SpriteBatch();
font = new BitmapFont();
}
示例13: Level2
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Level2(GameStateManager gsm, int c) {
super(gsm);
a = c;
cam.setToOrtho(false, GameTutorial.WIDTH / 2, GameTutorial.HEIGHT / 2);
// INITIALIZING ANIMALS
if (a == 1){
sheep = new Sheep(150, 60);
}
if (a == 2){
cow = new Cow(150, 60);
}
if (a == 3){
pig = new Pig(150, 60);
}
if (a == 4){
bunny = new Bunny(150, 60);
}
if (a == 5){
chick = new Chick(150, 60);
}
farmer = new Farmer(-50, 60);
ground = new Texture("CornFieldGround.png");
background = new Texture("CornField.png");
groundPos1 = new Vector2(cam.position.x - cam.viewportWidth / 2 - ground.getWidth(), GROUND_Y_OFFSET);
groundPos2 = new Vector2(ground.getWidth() + groundPos1.x, GROUND_Y_OFFSET);
bgPos1 = new Vector2(cam.position.x - cam.viewportWidth / 2 - bg_width, 0);
bgPos2 = new Vector2(background.getWidth() + bgPos1.x, 0);
bgPos3 = new Vector2(background.getWidth() + bgPos2.x, 0);
//Obstacles
mushroomTexture = new Texture("Mushroom.png");
mushroom = new Obstacle(mushroomTexture, 700, 70, 2, 0.3f);
mushroomIsTouched = false;
mud = new Mud(260, 37);
appleTexture = new Texture("Apple.png");
apple = new Obstacle(appleTexture, 1000, 150, 2, 0.5f);
appleIsTouched = false;
barrel = new Barrel(300, 60);
startTime = System.currentTimeMillis();
batch = new SpriteBatch();
font = new BitmapFont();
}
示例14: Level1
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Level1(final GameStateManager gsm, int c) {
super(gsm);
a = c;
cam.setToOrtho(false, GameTutorial.WIDTH / 2, GameTutorial.HEIGHT / 2);
bg = new Texture("FarmBG1.png");
// INITIALIZING ANIMALS
if (a == 1) {
sheep = new Sheep(150, 60);
}
if (a == 2) {
cow = new Cow(150, 60);
}
if (a == 3) {
pig = new Pig(150, 60);
}
if (a == 4) {
bunny = new Bunny(150, 60);
}
if (a == 5) {
chick = new Chick(150, 60);
}
farmer = new Farmer(-50, 60);
ground = new Texture("FarmBG6.png");
trees = new Texture("FarmBG3.png");
trees2 = new Texture("FarmBG4.png");
trees3 = new Texture("FarmBG5.png");
barn = new Texture("FarmBG1.png");
shed = new Texture("FarmBG2.png");
background = new Texture("Sky1.png");
groundPos1 = new Vector2(cam.position.x - cam.viewportWidth / 2, GROUND_Y_OFFSET);
groundPos2 = new Vector2(ground.getWidth() + groundPos1.x, GROUND_Y_OFFSET);
treePos1 = new Vector2(cam.position.x - cam.viewportWidth / 2, 0);
treePos2 = new Vector2(trees.getWidth() + treePos1.x, 0);
treePos3 = new Vector2(trees.getWidth() + treePos2.x, 0);
barnPos = new Vector2(50, 0);
shedPos = new Vector2(350, 0);
bgPos1 = new Vector2(cam.position.x - cam.viewportWidth / 2, 0);
bgPos2 = new Vector2(background.getWidth() + bgPos1.x, 0);
batch = new SpriteBatch();
font = new BitmapFont();
//OBSTACLES
haybaleTexture = new Texture("haybale3.png");
haybale = new Obstacle(haybaleTexture, 1300, 50, 1, 0.5f);
poop = new Poop(260, 60);
cherry = new Cherry(500, 150);
cherryIsTouched = false;
startTime = System.currentTimeMillis();
}
示例15: Level3
import com.badlogic.gdx.graphics.Texture; //导入方法依赖的package包/类
public Level3(GameStateManager gsm, int c) {
super(gsm);
a = c;
cam.setToOrtho(false, GameTutorial.WIDTH / 2, GameTutorial.HEIGHT / 2);
// INITIALIZING ANIMALS
if (a == 1){
sheep = new Sheep(150, 60);
}
if (a == 2){
cow = new Cow(150, 60);
}
if (a == 3){
pig = new Pig(150, 60);
}
if (a == 4){
bunny = new Bunny(150, 60);
}
if (a == 5){
chick = new Chick(150, 60);
}
farmer = new Farmer(-50, 60);
ground = new Texture("plains-ground.png");
groundPos1 = new Vector2(cam.position.x - cam.viewportWidth / 2, 0);
groundPos2 = new Vector2(ground.getWidth(), 0);
groundPos3 = new Vector2(ground.getWidth() + groundPos2.x, 0);
sky = new Texture("plains-background.png");
skyPos = new Vector2(cam.position.x - cam.viewportWidth / 2, 0);
skyPos2 = new Vector2(sky.getWidth() + skyPos.x, 0);
hills = new Texture("plains-hills2.png");
hillsPos = new Vector2(cam.position.x - cam.viewportWidth / 2, 0);
hillsPos2 = new Vector2(hills_width + hillsPos.x, 0);
hillsPos3 = new Vector2(2 * hills_width + hillsPos.x, 0);
hillsPos4 = new Vector2(3 * hills_width + hillsPos.x, 0);
hillsPos5 = new Vector2(4 * hills_width + hillsPos.x, 0);
//OBSTACLES
Texture spikeTexture = new Texture("SPIKES2.0.18.png");
spikes = new Obstacle(spikeTexture, 400, 50, 2, 0.5f);
startTime = System.currentTimeMillis();
mudTexture = new Texture("mud.png");
mud = new Obstacle(mudTexture, 700, 58, 1, 0.5f);
carrotTexture = new Texture("Carrott.png");
carrot = new Obstacle(carrotTexture, 500, 150, 2, 0.3f);
spikesTexture = new Texture("SPIKES2.0.18.png");
spikes = new Obstacle(spikesTexture, 1700, 50, 2, 0.5f);
carrotIsTouched = false;
batch = new SpriteBatch();
font = new BitmapFont();
}