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Java TextureRegion.flip方法代码示例

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


在下文中一共展示了TextureRegion.flip方法的10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: process

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
/**
 * Sets the current position of the rendered {@link Decal}, and the rotation given by the bullet direction.
 *
 * @param entityId     the bullet id
 * @param renderSystem the delegating {@link RenderSystem}
 */
@Override
public void process(int entityId, RenderSystem renderSystem) {
    PhysicComponent physic = renderSystem.getMapperPhysic().get(entityId);
    RenderComponent render = renderSystem.getMapperRender().get(entityId);


    float deg = (float) (Math.atan2(physic.body.getLinearVelocity().y, physic.body.getLinearVelocity().x) * 180.0 / Math.PI);
    Decal decal = renderSystem.getDecalMap().get(entityId);
    decal.setRotationZ(deg);
    float stateTime = renderSystem.getStateTime();
    TextureRegion region = render.getCurrentKeyFrame(stateTime);
    region.flip(region.isFlipX() ^ render.flipX, region.isFlipY() ^ render.flipY);
    decal.setTextureRegion(region);
    RenderComponent.RenderTemplate.AnimationTemplate template = render.getCurrentAnimation();
    decal.setWidth(template.width);
    decal.setHeight(template.height);
    decal.setPosition(physic.body.getPosition().x, physic.body.getPosition().y, decal.getZ());
}
 
开发者ID:EtherWorks,项目名称:arcadelegends-gg,代码行数:25,代码来源:BulletRenderer.java

示例2: PixelBuffer

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public PixelBuffer() {
    super(Pixmap.Format.RGBA8888, Scene.BUFFER_WIDTH, Scene.BUFFER_HEIGHT, false);
    getColorBufferTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

    pixelBufferRegion = new TextureRegion(getColorBufferTexture(), 0, 0, Scene.BUFFER_WIDTH, Scene.BUFFER_HEIGHT);
    pixelBufferRegion.flip(false, true);
}
 
开发者ID:ZKasica,项目名称:Planet-Generator,代码行数:8,代码来源:PixelBuffer.java

示例3: loadTextureRegion

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
@Override
public TextureRegion loadTextureRegion(String textureFile)
{
	Texture texture = loadTexture(textureFile, Format.RGBA4444, true);
	TextureRegion tr = new TextureRegion(texture);
	//flip for system of y-axis down
	if(Game.isYdown())
		tr.flip(false, true);
	return tr;
}
 
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:11,代码来源:DefaultGameAsset.java

示例4: setupEye

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
private void setupEye(Eye eye, int width, int height, boolean hasStencil) {
	FrameBuffer buffer = new FrameBuffer(Format.RGBA8888, width, height, true, hasStencil);
	TextureRegion region = new TextureRegion(buffer.getColorBufferTexture());
	region.flip(false, true);
	VRCamera camera = new VRCamera(this, eye);
	camera.near = 0.1f;
	camera.far = 1000f;
	perEyeData[eye.index] = new VRPerEyeData(buffer, region, camera);
}
 
开发者ID:justinmarentette11,项目名称:Tower-Defense-Galaxy,代码行数:10,代码来源:VRContext.java

示例5: load

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static void load() {
    texture = new Texture(Gdx.files.internal("data/boytexture.png"));
    texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

    bg = new TextureRegion(new Texture((Gdx.files.internal("data/floor.png"))));
    bg.flip(false, true);

    boyhead = new TextureRegion(new Texture((Gdx.files.internal("data/boy.png"))));
    boyhead.flip(false, true);
    boyshadow = new TextureRegion(new Texture((Gdx.files.internal("data/boyshadow.png"))));
    boyshadow.flip(false, true);

    goal = new TextureRegion(new Texture((Gdx.files.internal("data/kth.png"))));
    goal.flip(false, true);
    wall = new TextureRegion(new Texture((Gdx.files.internal("data/wall2.png"))));
    wall.flip(false, true);
    wall2 = new TextureRegion(new Texture((Gdx.files.internal("data/wall.png"))));
    wall2.flip(false, true);

    dead = Gdx.audio.newSound(Gdx.files.internal("data/dead.wav"));
    coin = Gdx.audio.newSound(Gdx.files.internal("data/coin.wav"));
    flap = Gdx.audio.newSound(Gdx.files.internal("data/flap.wav"));
    wallfx = Gdx.audio.newSound(Gdx.files.internal("data/vulture.wav"));
    goalfx = Gdx.audio.newSound(Gdx.files.internal("data/dead.wav"));

    font = new BitmapFont(Gdx.files.internal("data/text.fnt"));
    font.setScale(.25f, -.25f);
    shadow = new BitmapFont(Gdx.files.internal("data/shadow.fnt"));
    shadow.setScale(.25f, -.25f);

    fontSmall = new BitmapFont(Gdx.files.internal("data/text.fnt"));
    fontSmall.setScale(.10f, -.10f);

    prefs = Gdx.app.getPreferences("Maze");

}
 
开发者ID:LenaShervarly,项目名称:TreasureHunting,代码行数:37,代码来源:AssetLoader.java

示例6: create

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
@Override
public void create() {
    Array<String> names = getCore().getImagePacks().get(DATA_PATH + "/obstacles");
    obstacleTexture = getCore().getAtlas().findRegion(names.random());
    obstacleFlipped = new TextureRegion(obstacleTexture);
    obstacleFlipped.flip(false, true);
    timer = (obstacleTexture.getRegionWidth() + GameState.OBSTACLE_GAP) / GameState.SCROLL_SPEED;
}
 
开发者ID:raeleus,项目名称:bobbybird,代码行数:9,代码来源:ObstacleManager.java

示例7: load

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static void load() {

        texture = new Texture(Gdx.files.internal("data/texture.png"));
        texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);

        bg = new TextureRegion(texture, 0, 0, 136, 43);
        bg.flip(false, true);

        grass = new TextureRegion(texture, 0, 43, 143, 11);
        grass.flip(false, true);

        birdDown = new TextureRegion(texture, 136, 0, 17, 12);
        birdDown.flip(false, true);

        bird= new TextureRegion(texture,153,0,17,12);
        bird.flip(false,true);

        birdUp=new TextureRegion(texture,170,0,17,12);
        birdUp.flip(false,true);

        TextureRegion[] birds = {birdDown, bird, birdUp};
        birdAnimation=new Animation(0.06f,birds);
        birdAnimation.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);

        skullUp =new TextureRegion(texture,192,0,24,14);
        skullDown = new TextureRegion(skullUp);
        skullDown.flip(false,true);

        bar = new TextureRegion(texture, 136, 16, 22, 3);
        bar.flip(false,true);

    }
 
开发者ID:610ksh,项目名称:MyRoom,代码行数:33,代码来源:AssetLoader.java

示例8: initialize

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
private void initialize() {
    //LibGDX setup
    camera = new OrthographicCamera();
    viewPort = new FitViewport(256, 240, camera);
    viewPort.apply();
    camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
    shapeRenderer = new ShapeRenderer();
    shapeRenderer.setAutoShapeType(true);

    //Initialize shaders
    vertexShader = Gdx.files.internal("shaders/vertex_shader.glsl").readString();
    fragmentShader = Gdx.files.internal("shaders/fragment_shader.glsl").readString();
    shaderProgram = new ShaderProgram(vertexShader, fragmentShader);

    //Initialize attribute value (used by fragmentShader)
    initializeAttributes();

    //Make the mouse cursor transparent
    Pixmap pixmap = new Pixmap(16, 16, Pixmap.Format.RGBA8888);
    pixmap.setColor(Color.argb8888(0, 0, 0, 0));
    pixmap.fill();
    Gdx.graphics.setCursor(Gdx.graphics.newCursor(pixmap, 0, 0));
    pixmap.dispose();

    //Initialize transparent mask sprite
    transparentMaskPixmap = new Pixmap(8, 8, Pixmap.Format.RGBA8888);
    transparentMaskPixmap.setColor(Color.CLEAR);
    transparentMaskPixmap.fill();
    transparentMaskTexture = new Texture(transparentMaskPixmap);
    transparentMaskSprite = new Sprite(transparentMaskTexture);

    //Initialize main frame buffer
    FrameBuffer.FrameBufferBuilder frameBufferBuilder = new FrameBuffer.FrameBufferBuilder(256, 240);
    frameBufferBuilder.addBasicColorTextureAttachment(Pixmap.Format.RGBA8888);
    mainFrameBuffer = frameBufferBuilder.build();

    mainTextureRegion = new TextureRegion(mainFrameBuffer.getColorBufferTexture(), 0, 0,
            256, 240);
    mainTextureRegion.flip(false, true);
    mainTextureRegion.getTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

    //Initialize special frame buffer for foreground sprites so
    //we can hide them with fake background sprites
    foregroundSpritesFrameBuffer = frameBufferBuilder.build();
    foregroundSpritesTextureRegion = new TextureRegion(foregroundSpritesFrameBuffer.getColorBufferTexture(), 0, 0,
            256, 240);
    foregroundSpritesTextureRegion.flip(false, true);
    foregroundSpritesTextureRegion.getTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

    //Initialize palette information
    palettePixmap = new Pixmap(32, 1, Pixmap.Format.RGBA8888);
    paletteTexture = new Texture(palettePixmap);
    masterPalette = loadPalette("palette/nespalette.bmp", 1, 1, 32, 32, 16, 4);
}
 
开发者ID:gradualgames,项目名称:ggvm,代码行数:55,代码来源:RenderManager.java

示例9: inserted

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
@Override
public void inserted(int entityId, RenderSystem renderSystem) {
    if (cameraBar == null) {
        cameraBar = new OrthographicCamera(renderSystem.getLevelAssets().health_bar_gradient.getWidth(),
                renderSystem.getLevelAssets().health_bar_gradient.getHeight());
        uiCamera = new OrthographicCamera(UI_WIDTH, UI_HEIGHT);
    }

    RenderComponent render = renderSystem.getMapperRender().get(entityId);
    PositionComponent position = renderSystem.getMapperPosition().get(entityId);
    if (render.animations.size == 0) {
        for (Map.Entry<String, RenderComponent.RenderTemplate.AnimationTemplate> entry : render.renderTemplate.animationTemplates.entrySet()) {
            TextureRegion texture = renderSystem.getLevelAssets().get(entry.getValue().texture);

            TextureRegion[][] tmp = texture.split(
                    +texture.getRegionWidth() / entry.getValue().frameColumns,
                    +texture.getRegionHeight() / entry.getValue().frameRows);
            TextureRegion[] frames = new TextureRegion[entry.getValue().frameColumns * entry.getValue().frameRows];
            int index = 0;
            for (int i = 0; i < entry.getValue().frameRows; i++) {
                for (int j = 0; j < entry.getValue().frameColumns; j++) {
                    frames[index++] = tmp[i][j];
                }
            }
            render.animations.put(entry.getKey(), new Animation<>(entry.getValue().frameDuration, new Array<>(frames), entry.getValue().playMode));
            render.stateTimes.put(entry.getKey(), 0f);
        }
    }
    Decal decal = Decal.newDecal(render.width, render.height, render.getCurrentKeyFrame(renderSystem.getStateTime()), render.transparent);
    decal.rotateX(renderSystem.getWorldDegree());
    decal.setPosition(position.position.x, position.position.y, 0);
    renderSystem.getDecalMap().put(entityId, decal);

    FrameBuffer buffer = new FrameBuffer(Pixmap.Format.RGBA8888, UI_WIDTH, UI_HEIGHT, false);
    Assets.LevelAssets levelAssets = renderSystem.getLevelAssets();
    FrameBuffer healthBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, levelAssets.health_bar_gradient.getWidth(), levelAssets.health_bar_gradient.getHeight(), false);
    TextureRegion healthBar = new TextureRegion(healthBuffer.getColorBufferTexture());
    healthBar.flip(false, true);
    FrameBuffer resourceBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, levelAssets.health_bar_gradient.getWidth(), levelAssets.health_bar_gradient.getHeight(), false);
    TextureRegion resourceBar = new TextureRegion(resourceBuffer.getColorBufferTexture());
    resourceBar.flip(false, true);

    healthBars.put(entityId, healthBar);
    resourceBars.put(entityId, resourceBar);

    healthBuffers.put(entityId, healthBuffer);
    resourceBuffers.put(entityId, resourceBuffer);

    buffer.getColorBufferTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
    renderSystem.getBuffers().put(entityId, buffer);

    TextureRegion uiTextureRegion = new TextureRegion(buffer.getColorBufferTexture());
    uiTextureRegion.flip(false, true);
    Decal uiDecal = Decal.newDecal(1.8f, 1f, uiTextureRegion, true);
    uiDecal.setPosition(position.position.x, position.position.y, 1);
    renderSystem.getUiMap().put(entityId, uiDecal);
}
 
开发者ID:EtherWorks,项目名称:arcadelegends-gg,代码行数:58,代码来源:CharacterRenderer.java

示例10: process

import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
/**
 * Updates the {@link gg.al.character.Character} {@link Decal}, and uses the currently set animation from the {@link RenderComponent}.<br>
 * Also redraws the health and resource bars, and updates their position accordingly.
 *
 * @param entityId     the {@link gg.al.character.Character} entity id
 * @param renderSystem the delegating {@link RenderSystem}
 */
@Override
public void process(int entityId, RenderSystem renderSystem) {
    PhysicComponent physic = renderSystem.getMapperPhysic().get(entityId);
    RenderComponent render = renderSystem.getMapperRender().get(entityId);
    StatComponent stats = renderSystem.getMapperStats().get(entityId);

    CharacterComponent character = renderSystem.getMapperCharacterComponent().get(entityId);
    Decal decal = renderSystem.getDecalMap().get(entityId);
    float stateTime = renderSystem.getStateTime();

    if (character != null && render.isInState(ATTACK)) {
        stateTime = render.animations.get(PlayerRenderState.ATTACK.name()).getAnimationDuration() * character.getRenderMultiplicator();
    } else if (character != null && render.isInAnyState(
            ABILITY_1, ABILITY_2, ABILITY_3, ABILITY_4, TRAIT
    )) {
        stateTime = render.stateTimes.get(render.renderState);
        stateTime += renderSystem.getDelta();
        if (render.animations.get(render.renderState).isAnimationFinished(stateTime)) {
            render.stateTimes.put(render.renderState, 0f);
            render.setRenderState(IDLE);
        } else
            render.stateTimes.put(render.renderState, stateTime);
    }
    TextureRegion region = render.getCurrentKeyFrame(stateTime);
    region.flip(region.isFlipX() ^ render.flipX, region.isFlipY() ^ render.flipY);
    decal.setTextureRegion(region);
    RenderComponent.RenderTemplate.AnimationTemplate template = render.getCurrentAnimation();
    decal.setWidth(template.width);
    decal.setHeight(template.height);

    decal.setPosition(physic.body.getPosition().x, physic.body.getPosition().y, decal.getZ());

    SpriteBatch shaderBatch = renderSystem.getShaderBatch();
    ShaderProgram shader = renderSystem.getGradientShader();
    drawToBuffer(healthBuffers.get(entityId), healthBarColor, renderSystem.getLevelAssets().health_bar_gradient,
            stats.getRuntimeStat(StatComponent.RuntimeStat.health) / stats.getCurrentStat(StatComponent.BaseStat.maxHealth),
            shaderBatch, shader, cameraBar.combined);
    drawToBuffer(resourceBuffers.get(entityId), resourceBarColor, renderSystem.getLevelAssets().health_bar_gradient,
            stats.getRuntimeStat(StatComponent.RuntimeStat.resource) / stats.getCurrentStat(StatComponent.BaseStat.maxResource),
            shaderBatch, shader, cameraBar.combined);

    FrameBuffer buffer = renderSystem.getBuffers().get(entityId);
    buffer.begin();
    AL.graphics.getGL20().glClearColor(0, 0, 0, 0);
    AL.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT);
    renderSystem.getSpriteBatch().setProjectionMatrix(uiCamera.combined);
    renderSystem.getSpriteBatch().begin();
    //renderSystem.getFont().draw(renderSystem.getSpriteBatch(), String.format("%1.0f", stats.getRuntimeStat(StatComponent.RuntimeStat.actionPoints)), 0, buffer.getHeight());

    renderSystem.getSpriteBatch().draw(resourceBars.get(entityId), 50 - UI_WIDTH / 2, -UI_HEIGHT / 2 + RESOURCE_OFFSET, 175, 75 / 2);
    renderSystem.getSpriteBatch().draw(healthBars.get(entityId), 50 - UI_WIDTH / 2, -30, 200, 100 / 2);
    renderSystem.getFont().draw(renderSystem.getSpriteBatch(), String.format("%1.0f", stats.getRuntimeStat(StatComponent.RuntimeStat.actionPoints)),
            -UI_WIDTH / 2 - 4, 20);
    renderSystem.getSpriteBatch().end();
    buffer.end();

    Decal uiDecal = renderSystem.getUiMap().get(entityId);
    uiDecal.setPosition(physic.body.getPosition().x, physic.body.getPosition().y + decal.getHeight() / 2, uiDecal.getZ());
}
 
开发者ID:EtherWorks,项目名称:arcadelegends-gg,代码行数:67,代码来源:CharacterRenderer.java


注:本文中的com.badlogic.gdx.graphics.g2d.TextureRegion.flip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。