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Java SpriteBatch.setProjectionMatrix方法代码示例

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


在下文中一共展示了SpriteBatch.setProjectionMatrix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: drawTextures

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
private void drawTextures(SpriteBatch spriteBatch) {
    spriteBatch.setProjectionMatrix(overlayCamera.combined);
    spriteBatch.begin();
    if (!ggVmRegisterHideMobileButtons.getHideDPad()) {
        drawCenteredTexture(spriteBatch, dpadTexture, DPAD_X * scale, DPAD_Y * scale, 100 * scale, 100 * scale);
    }
    if (!ggVmRegisterHideMobileButtons.getHideSelect()) {
        drawCenteredTexture(spriteBatch, ssTexture, SELECT_X * scale, SELECT_Y * scale, 40 * scale, 20 * scale);
    }
    if (!ggVmRegisterHideMobileButtons.getHideStart()) {
        drawCenteredTexture(spriteBatch, ssTexture, 424 + START_X * scale, START_Y * scale, 40 * scale, 20 * scale);
    }
    drawCenteredTexture(spriteBatch, ssTexture, SIZE_TOGGLE_X , 240 + SIZE_TOGGLE_Y , 40, 20);
    if (!ggVmRegisterHideMobileButtons.getHideA()) {
        drawCenteredTexture(spriteBatch, abTexture, 424 + A_X * scale, A_Y * scale, 40 * scale, 40 * scale);
    }
    if (!ggVmRegisterHideMobileButtons.getHideB()) {
        drawCenteredTexture(spriteBatch, abTexture, 424 + B_X * scale, B_Y * scale, 40 * scale, 40 * scale);
    }
    spriteBatch.end();
}
 
开发者ID:gradualgames,项目名称:ggvm,代码行数:22,代码来源:TouchInputProcessor.java

示例2: GameRenderer

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public GameRenderer(GameWorld world, int gameHeight, int midPointY) {
    myWorld = world;

    this.gameHeight = gameHeight;
    this.midPointY = midPointY;

    cam = new OrthographicCamera();
    cam.setToOrtho(true, 136, gameHeight);

    batcher = new SpriteBatch();
    batcher.setProjectionMatrix(cam.combined);
    shapeRenderer = new ShapeRenderer();
    shapeRenderer.setProjectionMatrix(cam.combined);

    // Call helper methods to initialize instance variables.
    initGameObjects();
    initAssets();
}
 
开发者ID:610ksh,项目名称:MyRoom,代码行数:19,代码来源:GameRenderer.java

示例3: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
    sb.setProjectionMatrix(camera.combined);
    sb.begin();
    sb.draw(bg, camera.position.x - (camera.viewportWidth / 2), 0);
    sb.draw(bird.getBird(), bird.getPosition().x, bird.getPosition().y);
    for (com.kirdmiv.flappybaranus.sprites.Tube tube : tubes) {
        sb.draw(tube.getTopTube(), tube.getPosBotTube().x, tube.getPosTopTube().y);
        sb.draw(tube.getBottomTube(), tube.getPosBotTube().x, tube.getPosBotTube().y);
    }
    sb.draw(ground, groundPos1.x, groundPos1.y);
    sb.draw(ground, groundPos2.x, groundPos2.y);
    font.draw(sb, Integer.toString(score), camera.position.x, 370);
    sb.end();

}
 
开发者ID:kirdmiv,项目名称:Flappy-Baranus,代码行数:17,代码来源:PlayState.java

示例4: draw

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void draw(GameTime time, SpriteBatch batch) {
    // set camera projection matrix
    batch.setProjectionMatrix(game.getUICamera().combined);

    // draw background
    batch.draw(this.bgImage, 0, 0, game.getViewportWidth(), game.getViewportHeight());

    // draw first (SpriteBatch) layer of HUD
    this.hud.drawLayer0(time, batch);
    batch.flush();
    batch.end();

    // draw second layer (ShapeRenderer) of HUD
    this.shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
    this.shapeRenderer.setProjectionMatrix(game.getUICamera().combined);
    this.hud.drawLayer1(time, this.shapeRenderer);
    this.shapeRenderer.end();

    // draw last (SpriteBatch) layer of HUD
    batch.begin();
    batch.setProjectionMatrix(game.getUICamera().combined);
    this.hud.drawLayer2(time, batch);
}
 
开发者ID:opensourcegamedev,项目名称:SpaceChaos,代码行数:25,代码来源:MainMenuScreen.java

示例5: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(final SpriteBatch sb) {
    sb.setProjectionMatrix(cam.combined);
    sb.begin();
    sb.draw(background, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
    sb.draw(apple.getObsAnimation(), apple.getPosObs().x, apple.getPosObs().y, 100, 100);
    sb.draw(cherry.getObsAnimation(), cherry.getPosObs().x, cherry.getPosObs().y, 250, 160);
    sb.draw(carrot.getObsAnimation(), carrot.getPosObs().x, carrot.getPosObs().y, 150, 91);
    sb.draw(barrel, 580, 60, 80, 80);
    sb.draw(car, 400, 60, 150, 80);
    sb.draw(hayBale, 660, 45, 100, 100);
    sb.draw(sheep.getSheep(), sheep.getPosition().x, sheep.getPosition().y, 140, 90);
    if (farmer.collides(theOneThatDies.getBounds1())) {
        sb.draw(theOneThatDies.getSheepDead(), theOneThatDies.getPosition().x, 220, 140, 90);
        theOneThatDies.noSpd();
    }
    else {
        sb.draw(theOneThatDies.getSheep(), theOneThatDies.getPosition().x, 220, 140,90);
        theOneThatDies.noSpd();
    }
    sb.draw(farmer.getFarmer(), farmer. getPosition().x, 220, 180, 180);
    sb.end();
}
 
开发者ID:MissionBit,项目名称:summer17-android,代码行数:24,代码来源:Instruction.java

示例6: DeathScreen

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public DeathScreen(Polymorph polymorph,int playerscore) {
    AssetManager assetManager = polymorph.getAssetManager();
    TextureAtlas textureAtlas = assetManager.get(Polymorph.MASTER_PATH, TextureAtlas.class);
    this.polymorph = polymorph;
    score=playerscore;

    DeathScreenMusic = assetManager.get(Polymorph.MAIN_MENU_MUSIC_PATH);
    DeathScreenMusic.setLooping(true);

    background = textureAtlas.findRegion("mainmenu"); //TODO make a unique background for the death screen
    screenSize = new Dimension(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

    camera = new OrthographicCamera();
    camera.setToOrtho(false, screenSize.width, screenSize.height); //change this
    batch=new SpriteBatch();
    batch.setProjectionMatrix(camera.combined);

    stage = new Stage();
    stage.clear();
    font = new BitmapFont(false);

    textureAtlas = assetManager.get(Polymorph.MASTER_PATH, TextureAtlas.class);
    initButtons(score,textureAtlas);
    Gdx.input.setInputProcessor(stage);

}
 
开发者ID:DurianHLN,项目名称:Polymorph,代码行数:27,代码来源:DeathScreen.java

示例7: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch) {
    if (!ggvm.isAlive()) {
        spriteBatch.setProjectionMatrix(camera.combined);
        spriteBatch.begin();
        menu.render(spriteBatch);
        spriteBatch.end();
    }
}
 
开发者ID:gradualgames,项目名称:ggvm,代码行数:10,代码来源:PCMenu.java

示例8: GameRenderer

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public GameRenderer(GameWorld world) {
    this.world = world;

    this.cam = new OrthographicCamera();
    cam.setToOrtho(true, com.home.knowhunt.screens.GameScreen.GAME_WIDTH, 204);

    batcher = new SpriteBatch();
    batcher.setProjectionMatrix(cam.combined);
    shapeRenderer = new ShapeRenderer();
    shapeRenderer.setProjectionMatrix(cam.combined);

    initGameObjects();
}
 
开发者ID:LenaShervarly,项目名称:TreasureHunting,代码行数:14,代码来源:GameRenderer.java

示例9: renderWorld

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public void renderWorld(SpriteBatch batch) {
    worldController.cameraHelper.applyTo(camera);
    batch.setProjectionMatrix(camera.combined);
    batch.begin();
    worldController.level.render(batch);
    batch.end();
}
 
开发者ID:davyjoneswang,项目名称:libgdx-learnlib,代码行数:8,代码来源:WorldRenderer.java

示例10: renderGui

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
private void renderGui(SpriteBatch batch) {
    batch.setProjectionMatrix(cameraGUI.combined);
    batch.begin();
    renderGuiScore(batch);
    renderGuiExtraLives(batch);
    renderGuiFpsCounter(batch);
    batch.end();
}
 
开发者ID:davyjoneswang,项目名称:libgdx-learnlib,代码行数:9,代码来源:WorldRenderer.java

示例11: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch) {
    spriteBatch.setProjectionMatrix(camera.combined);
    spriteBatch.begin();

    spriteBatch.draw(backGround, 0, 0);
    spriteBatch.draw(gameOver, camera.position.x - gameOver.getWidth() / 2, camera.position.y);
    spriteBatch.draw(chapaTriggered, camera.position.x - chapaTriggered.getWidth() / 2, camera.position.y / 1.5f);
    spriteBatch.draw(texture, camera.position.x - texture.getWidth() / 2, camera.position.y + 60);
    spriteBatch.end();
}
 
开发者ID:RubenMateus,项目名称:FlappyChapa,代码行数:12,代码来源:GameOverState.java

示例12: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
    sb.setProjectionMatrix(camera.combined);
    sb.begin();
    sb.draw(background, 0, 0);
    sb.draw(playBtn, camera.position.x - playBtn.getWidth() / 2, camera.position.y);
    sb.end();

}
 
开发者ID:kirdmiv,项目名称:Flappy-Baranus,代码行数:10,代码来源:MenuState.java

示例13: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
    sb.setProjectionMatrix(camera.combined);
    sb.begin();
    sb.draw(background, 0, 0);
    sb.draw(gameover, camera.position.x - gameover.getWidth() / 2, camera.position.y);
    font.draw(sb, "Your score: " + score, camera.position.x, 170);
    font.draw(sb, "Your highscore: " + highscore, camera.position.x, 150);
    sb.end();

}
 
开发者ID:kirdmiv,项目名称:Flappy-Baranus,代码行数:12,代码来源:GameOver.java

示例14: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
    sb.setProjectionMatrix(cam.combined);
    sb.begin();
    sb.draw(background, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
    sb.end();
    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();
}
 
开发者ID:MissionBit,项目名称:summer17-android,代码行数:10,代码来源:MenuState.java

示例15: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
    sb.setProjectionMatrix(cam.combined);
    sb.begin();
    sb.draw(bg, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
    sb.end();

    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();

}
 
开发者ID:MissionBit,项目名称:summer17-android,代码行数:12,代码来源:CharacterState.java


注:本文中的com.badlogic.gdx.graphics.g2d.SpriteBatch.setProjectionMatrix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。