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Java ParticleEffect.draw方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.ParticleEffect.draw方法的典型用法代码示例。如果您正苦于以下问题:Java ParticleEffect.draw方法的具体用法?Java ParticleEffect.draw怎么用?Java ParticleEffect.draw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com.badlogic.gdx.graphics.g2d.ParticleEffect的用法示例。


在下文中一共展示了ParticleEffect.draw方法的8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: update

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void update(float deltaTime) {
    Gdx.gl.glClearColor(bgColour[0], bgColour[1], bgColour[2], bgColour[3]);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    batch.setProjectionMatrix(camera.combined);

    batch.begin();
    super.update(deltaTime);
    for (ParticleEffect particle : particles) particle.draw(batch, deltaTime);
    batch.end();

    if (ZeroBit.debugEnabled) {
        shapeRenderer.setProjectionMatrix(camera.combined);
        shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
            for (Entity entity : getEntities()) debugRender(entity);
        shapeRenderer.end();
    }
}
 
开发者ID:ALPSquid,项目名称:0Bit-Engine,代码行数:19,代码来源:RenderingSystem.java

示例2: process

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
protected void process (int entityId) {
	VisParticle particle = particleCm.get(entityId);
	Transform transform = transformCm.get(entityId);

	ParticleEffect effect = particle.getEffect();

	if (transform.isDirty()) {
		particle.updateValues(transform.getX(), transform.getY());
	}

	if (ignoreActive || particle.isActiveOnStart())
		effect.update(world.delta);

	effect.draw(batch);

	if (effect.isComplete())
		effect.reset();
}
 
开发者ID:kotcrab,项目名称:vis-editor,代码行数:20,代码来源:ParticleRenderSystem.java

示例3: draw

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public static void draw() {
	GameMain.instance.activeStage.getBatch().begin();
	for (ParticleEffect particleEffect : effects) {
		particleEffect.draw(GameMain.instance.activeStage.getBatch());
		particleEffect.update(Gdx.graphics.getDeltaTime());
	}
	GameMain.instance.activeStage.getBatch().end();
}
 
开发者ID:cn-s3bit,项目名称:TH902,代码行数:9,代码来源:ParticleSystem.java

示例4: draw

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void draw(Batch batch, float parentAlpha){
    super.draw(batch, parentAlpha);

    //Draw the particles last
    for( int i = 0; i < _effects.size; i++){
        ParticleEffect effect = _effects.get(i);
        if( effect == null ) continue;
        effect.draw(batch);
    }
}
 
开发者ID:Mignet,项目名称:Inspiration,代码行数:12,代码来源:BattleUI.java

示例5: render

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public void render(float deltaTime){
	batch.setProjectionMatrix(App.engine.systems.camera.getViewport().getCamera().combined);
	batch.begin();
	for (ParticleEffect e : effects){
		if (e.isComplete()){
			finishedEffects.add(e);
			logger.debug("effect complete");
		}
		else
			e.draw(batch,deltaTime);
		
	}
	batch.end();
}
 
开发者ID:Deftwun,项目名称:ZombieCopter,代码行数:15,代码来源:ParticleSystem.java

示例6: render

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
private void render(Entity entity, float deltaTime) {
    visc = vism.get(entity);
    sprtc = sprtm.get(entity);
    nodec = nodem.get(entity);
    pc = pm.get(entity);
    if (pc != null) {
        for (ParticleEffect particle : pc.getParticles()) particle.draw(batch, deltaTime);
    }
    if (sprtc != null) {
        sprtc.player.update();
        sprtc.drawer.draw(sprtc.player, batch);
    } else if (visc != null && visc.sprite.getTexture() != null) {
        if (nodec == null || ZeroBit.debugRender) visc.sprite.draw(batch);
    }
}
 
开发者ID:ALPSquid,项目名称:0Bit-Engine,代码行数:16,代码来源:RenderingSystem.java

示例7: _render

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void _render(SpriteBatch spriteBatch)
{
    if(!visible)return;
    TextureRegion frame = animation.getKeyFrame(stateTime, true);
    Utility.draw(spriteBatch, frame, position.x, position.y, mDrawRect.height);

    ParticleEffect effect = world.screen.game.assets.manager.get("data/animation/particles/fireplant_emitter.p", ParticleEffect.class);
    effect.setPosition(position.x + mDrawRect.width / 2, position.y + mDrawRect.height / 2);
    effect.draw(spriteBatch, Gdx.graphics.getDeltaTime());
}
 
开发者ID:pedja1,项目名称:SMC-Android,代码行数:12,代码来源:Fireplant.java

示例8: update

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void update(float deltaTime) {
    super.update(deltaTime);
    renderQueue.sort(comparator);
    camera.update();
    batch.setProjectionMatrix(camera.combined);

    batch.begin();

    for (View view : renderQueue) {
        if (view.tint != null) {
            batch.setColor(view.tint);
        } else {
            batch.setColor(Color.WHITE);
        }
        batch.getColor().a = view.opacity;

        if (view instanceof ParticleEffectView) {

            ParticleEffect effect = ((ParticleEffectView) view).effect;
            effect.setPosition(view.position.x, view.position.y);
            effect.update(deltaTime);
            if (((ParticleEffectView) view).autoStart) {
                effect.start();
                ((ParticleEffectView) view).autoStart = false;
            }
            effect.draw(batch);

        } else if (TextureView.class.isAssignableFrom(view.getClass())) {
            TextureView textureView = (TextureView) view;

            if(textureView.textureRegion != null) {
                processTextureFlip(textureView);
                float originX = textureView.width * 0.5f;
                float originY = textureView.height * 0.5f;

                batch.draw(textureView.textureRegion, textureView.position.x - originX, textureView.position.y - originY,
                        originX, originY, textureView.width, textureView.height, 1, 1, textureView.rotation);

            }
            // Gdx.app.log("RederingSystem", "texture width " + textureView.width + " height " + textureView.height
            //        + " texture position " + textureView.position);
        }


    }
    debugDrawUI();
    batch.end();
    renderQueue.clear();
    debugDrawWorld();


}
 
开发者ID:Rubentxu,项目名称:GDX-Logic-Bricks,代码行数:54,代码来源:RenderingSystem.java


注:本文中的com.badlogic.gdx.graphics.g2d.ParticleEffect.draw方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。