本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.TextureAtlas.getRegions方法的典型用法代码示例。如果您正苦于以下问题:Java TextureAtlas.getRegions方法的具体用法?Java TextureAtlas.getRegions怎么用?Java TextureAtlas.getRegions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.g2d.TextureAtlas
的用法示例。
在下文中一共展示了TextureAtlas.getRegions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: addSpriteFrameWithTextureAtlas
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
/**
* 读取gdx textureAtlas文件
* @param filePath atlas 文件路径 也可以自定义
* @param atlas
*/
public void addSpriteFrameWithTextureAtlas(String filePath, TextureAtlas atlas) {
if(_atlases.containsKey(filePath)) {
CCLog.debug(this.getClass(), "file loaded : " + filePath);
return;
}
_atlases.put(filePath, atlas);
Array<AtlasRegion> rs = atlas.getRegions();
for(AtlasRegion r : rs) {
TextureRegion ret = _spriteFrames.put(r.name, r);
if(ret != null) {
CCLog.debug(this.getClass(), "region name exists : " + r.name);
}
}
}
示例2: create
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
@Override
public void create () {
entityAtlas = new TextureAtlas("sprites/entities.txt");
tileAtlas = new TextureAtlas("sprites/tiles.txt");
tileConnectionAtlas = new TextureAtlas("sprites/tileconnectmap.txt");
iconAtlas = new TextureAtlas("sprites/icons.txt");
batch = new SpriteBatch();
font = new BitmapFont(); // uses libGDX's default Arial font
for(AtlasRegion region: iconAtlas.getRegions())
icons.put(region.name, region);
game = this;
this.setScreen(new MainMenuScreen());
}
示例3: removeSpriteFramesFromTextureAtlas
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
public void removeSpriteFramesFromTextureAtlas(String filePath) {
TextureAtlas atlas = _atlases.get(filePath);
if(atlas == null) {
CCLog.debug(this.getClass(), "remove atlas not found : " + filePath);
return;
}
Array<AtlasRegion> rs = atlas.getRegions();
for(AtlasRegion r : rs) {
_spriteFrames.remove(r.name);
}
}
示例4: getTileChecks
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
private static TileTouchCheck[] getTileChecks(TextureAtlas atlas) {
Texture texture = atlas.getTextures().first();
if (!texture.getTextureData().isPrepared())
texture.getTextureData().prepare();
Pixmap pixelMap = texture.getTextureData().consumePixmap();
Array<AtlasRegion> tileMaps = atlas.getRegions(); // hopefully, they are in order.
TileTouchCheck[] checks = new TileTouchCheck[tileMaps.size];
for(int i = 0; i < checks.length; i++) {
checks[i] = new TileTouchCheck(pixelMap, tileMaps.get(i));
}
return checks;
}
示例5: Explosion
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
public Explosion(TextureAtlas atlas, Sound sound)
{
animation = new Animation(1 / ANIMATION_FPS, atlas.getRegions(), Animation.PlayMode.NORMAL);
position = new Vector2();
this.sound = sound;
isBusy = false;
}
示例6: generatePages
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
private void generatePages(TextureAtlas atlas) {
Array<Texture> textures = new Array<>();
// We could use simple atlas.getTextures(), but it returns them in random order...
for (TextureRegion region : atlas.getRegions()) {
if (!textures.contains(region.getTexture(), true)) {
textures.add(region.getTexture());
}
}
pages.clear();
for (int i = 0; i < textures.size; i++) {
Page page = new Page(this, textures.get(i), i);
pages.add(page);
}
}
示例7: loadImages
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
private void loadImages(TextureAtlas textureAtlas) {
for (TextureAtlas.AtlasRegion textureRegion : textureAtlas.getRegions()) {
Sprite sprite = textureAtlas.createSprite(textureRegion.name);
sprites.put(textureRegion.name, sprite);
}
}
示例8: AssetsGame
import com.badlogic.gdx.graphics.g2d.TextureAtlas; //导入方法依赖的package包/类
private AssetsGame() {
this.ASSET_ATLAS = new AssetDescriptor(
Presets.TEXTURE_ENTITIES + "sprites.pack", TextureAtlas.class);
this.animations = new HashMap<>();
this.textures = new HashMap<>();
manager = new AssetManager();
manager.load(ASSET_ATLAS);
manager.load(Presets.TEXTURE_UI + DEFAULT_FONT, BitmapFont.class);
manager.load(Presets.TEXTURE_UI + CHAT_FONT, BitmapFont.class);
manager.finishLoading();
ATLAS = (TextureAtlas) manager.get(ASSET_ATLAS);
for (TextureRegion r : ATLAS.getRegions()) {
if (textures.containsKey(r.toString()) || animations.containsKey(r.
toString())) {
continue;
}
int idx = 0;
AtlasRegion region;
ArrayList<TextureRegion> frames = new ArrayList<>();
while ((region = ATLAS.findRegion(r.toString(), idx)) != null) {
frames.add(region);
idx++;
}
if (frames.size() > 1) {
TextureRegion[] animFrames = new TextureRegion[idx];
Animation anim = new Animation(.1f, frames.toArray(animFrames));
animations.put(animFrames[0].toString(), anim);
} else {
TextureRegion rg = frames.get(0);
textures.put(rg.toString(), new Sprite(rg));
}
}
defaultFont = manager.get(Presets.TEXTURE_UI + DEFAULT_FONT);
chatFont = manager.get(Presets.TEXTURE_UI + CHAT_FONT);
SIDEBAR_WIDTH = textures.get("sidebar").getWidth();
SIDEBAR_HEIGHT = textures.get("sidebar").getHeight();
soundManager = new SFXS();
soundManager.addSound("tankIdle", "idle.ogg");
soundManager.addSound("tankMoving", "moving.ogg");
soundManager.addSound("tankDead", "explosion.ogg");
soundManager.addSound("bulletShoot", "shoot.ogg");
soundManager.addSound("enemyHit", "enemy_hit.ogg");
soundManager.addSound("wallHit", "wall_hit.ogg");
soundManager.addSound("bulletDead", "bullet_dead.ogg");
soundManager.addSound("eagleDead", "eagle_down.ogg");
soundManager.addSound("powerup", "power_up.ogg");
soundManager.addSound("powerShow", "powerup_show.ogg");
soundManager.addSound("stageStart", "stage_start.ogg");
soundManager.addSound("gameOver", "gameover.ogg");
soundManager.addSound("pause", "pause.ogg");
soundManager.addSound("unPause", "unpause.ogg");
soundManager.addSound("playerLife", "life.ogg");
postLoading();
}