本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.TextureRegion.split方法的典型用法代码示例。如果您正苦于以下问题:Java TextureRegion.split方法的具体用法?Java TextureRegion.split怎么用?Java TextureRegion.split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类com.badlogic.gdx.graphics.g2d.TextureRegion
的用法示例。
在下文中一共展示了TextureRegion.split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: initialize
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
@Override
public void initialize() {
//Allocate a pixmap big enough to accommodate four banks of pattern
//tables (bg and spr each for all four banks)
patternTablePixmap = new Pixmap(128, 1024, Pixmap.Format.RGBA8888);
//Set blending to none so we can rewrite the pixmap and draw it to the
//pattern table texture when graphics are regenerated.
patternTablePixmap.setBlending(Pixmap.Blending.None);
//Allocate a pixmap the size of one tile for live CHR-RAM updates.
patternPixmap = new Pixmap(8, 8, Pixmap.Format.RGBA8888);
patternPixmap.setBlending(Pixmap.Blending.None);
patternTableTexture = new Texture(patternTablePixmap, false);
TextureRegion[][] textureRegions = TextureRegion.split(patternTableTexture, 8, 8);
patternTableSprites = new Sprite[128][16];
for(int row = 0; row < 128; row++) {
for(int column = 0; column < 16; column++) {
TextureRegion textureRegion = textureRegions[row][column];
patternTableSprites[row][column] = new Sprite(textureRegion);
}
}
initializeMonochromePalette();
}
示例2: initialize
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
/**
* Initializes the pattern table textures and pixmap.
*/
public void initialize() {
//Allocate a pixmap big enough to accommodate both pattern tables.
patternTablePixmap = new Pixmap(128, 256, Pixmap.Format.RGBA8888);
//Set blending to none so we can rewrite the pixmap and draw it to the
//pattern table texture when graphics are regenerated.
patternTablePixmap.setBlending(Pixmap.Blending.None);
//Allocate a pixmap the size of one tile for live CHR-RAM updates.
patternPixmap = new Pixmap(8, 8, Pixmap.Format.RGBA8888);
patternPixmap.setBlending(Pixmap.Blending.None);
patternTableTexture = new Texture(patternTablePixmap, false);
TextureRegion[][] textureRegions = TextureRegion.split(patternTableTexture, 8, 8);
patternTableSprites = new Sprite[32][16];
for(int row = 0; row < 32; row++) {
for(int column = 0; column < 16; column++) {
TextureRegion textureRegion = textureRegions[row][column];
patternTableSprites[row][column] = new Sprite(textureRegion);
}
}
initializeMonochromePalette();
}
示例3: createAnimationFromTexture
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public static Animation<TextureRegion> createAnimationFromTexture(Texture texture, float duration, int rows,
int cols) {
// split texture into texture regions
TextureRegion[][] tmp = TextureRegion.split(texture, texture.getWidth() / cols, texture.getHeight() / rows);
TextureRegion[] frames = new TextureRegion[cols * rows];
int index = 0;
for (int i = 0; i < rows; i++) {
for (int j = 0; j < cols; j++) {
frames[index++] = tmp[i][j];
}
}
// create new animation
Animation<TextureRegion> animation = new Animation<TextureRegion>(duration, frames);
return animation;
}
示例4: Create
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
/**
* @param color
* 0 - blue; 1 - red; 2 - green; 3 - yellow
*/
public static Entity Create(Vector2 position, int color, int maxhp, Component... Ves) {
if (color < 0 || color > 3) {
throw new IllegalArgumentException("Color of the enemy (sprite) should be between 0 and 3!");
}
Entity entity = Entity.Create();
Transform transform = new Transform(position, new Vector2(0.5f, 0.5f));
entity.AddComponent(transform);
BaseSprite component = new BaseSprite();
component.selfColor = color;
component.animation = new AnimationDrawable();
if (texture != ResourceManager.enemies.get(0)) {
texture = ResourceManager.enemies.get(0);
regions = TextureRegion.split(texture, texture.getWidth() / 12, texture.getHeight() / 4);
}
component.animation.setAnimation(new Animation<TextureRegion>(1, regions[color]));
EnemyHP hp = new EnemyHP(maxhp);
entity.AddComponent(hp);
entity.AddComponent(new EnemyJudgeCircle(48 * transform.scale.x, hp));
entity.AddComponent(new EnemyChaseable(hp));
entity.AddComponent(component);
for (Component tmpc : Ves) {
entity.AddComponent(tmpc);
}
return entity;
}
示例5: 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) {
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<TextureRegion>(entry.getValue().frameDuration, new Array<>(frames), Animation.PlayMode.LOOP));
}
}
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);
}
示例6: Entity
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
/**
* Creates a player and assigns a texture to it.
* Creates an animation by splitting the given sprite sheet into an array of TILE_WIDTHxTILE_HEIGHT dimension.
* ERROR should be 9x4 but ends up being 4x2
* @param playerTexture
* @param dynamicEntity
*/
public Entity(Texture playerTexture, DynamicEntity dynamicEntity) {
int orientation = dynamicEntity.getDirection().getCode();
TextureRegion[][] playerTextures = TextureRegion.split(playerTexture,TILE_WIDTH,TILE_HEIGHT);
this.dynamicEntity = dynamicEntity;
switch (orientation) {
case Direction.UP:
animation = new Animation<TextureRegion>(FRAME_DURATION,playerTextures[0][0], playerTextures[0][1], playerTextures[0][2],playerTextures[0][3],playerTextures[0][4]);//,playerTextures[0][5],playerTextures[0][6],playerTextures[0][7],playerTextures[0][8]);
break;
case Direction.DOWN:
animation = new Animation<TextureRegion>(FRAME_DURATION,playerTextures[2][0], playerTextures[2][1], playerTextures[2][2],playerTextures[2][3],playerTextures[2][4]);//,playerTextures[0][5],playerTextures[0][6],playerTextures[0][7],playerTextures[0][8]);
break;
case Direction.LEFT:
animation = new Animation<TextureRegion>(FRAME_DURATION,playerTextures[1][0], playerTextures[1][1], playerTextures[1][2],playerTextures[1][3],playerTextures[1][4]);//,playerTextures[0][5],playerTextures[0][6],playerTextures[0][7],playerTextures[0][8]);
break;
case Direction.RIGHT:
animation = new Animation<TextureRegion>(FRAME_DURATION,playerTextures[3][0], playerTextures[3][1], playerTextures[3][2],playerTextures[3][3],playerTextures[3][4]);//,playerTextures[0][5],playerTextures[0][6],playerTextures[0][7],playerTextures[0][8]);
break;
default:
animation = new Animation<TextureRegion>(FRAME_DURATION,playerTextures[0][0], playerTextures[0][1], playerTextures[0][2],playerTextures[0][3],playerTextures[0][4]);//,playerTextures[0][5],playerTextures[0][6],playerTextures[0][7],playerTextures[0][8]);
}
animation.setPlayMode(Animation.PlayMode.LOOP);
}
示例7: initialize
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public void initialize() {
// Load SpriteSheet
spriteSheet = new Texture(Gdx.files.internal(filePath));
// Extract Sprites
TextureRegion[][] tmp = TextureRegion.split(spriteSheet, spriteSheet.getWidth() / frameCols, spriteSheet.getHeight() / frameRows);
// Place into 1D array
animationSprites = new TextureRegion[columnCutOff * rowCutOff];
int index = 0;
for (int i = 0; i < rowCutOff; i++) {
for (int j = 0; j < columnCutOff; j++) {
animationSprites[index++] = tmp[i][j];
}
}
// Load animation frames
animationTextureRegion = new Animation<TextureRegion>(frameLengthTime, animationSprites);
}
示例8: init
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public void init() {
// Bullet Upgrades
doubleBullets = false;
tripleBullets = false;
// GamePlay
damageValue = -100;
// Graphics || Might rewrite this later if it lags too much. Create a static method for this? Or have a permanent object
// with all the variables already.
allTexture = new Texture(Gdx.files.internal(pathname));
TextureRegion[][] tmp = TextureRegion.split(allTexture, allTexture.getWidth() / 2, allTexture.getHeight() / 1);
bulletTexture = new TextureRegion[1];
bulletTexture[0] = tmp[0][0];
// Rectangle
collisionBounds = new Rectangle();
collisionBounds.set(x, y, 4f, 9f);
}
示例9: init
import com.badlogic.gdx.graphics.g2d.TextureRegion; //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10: init
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
private void init() {
// Graphics
allTexture = new Texture(Gdx.files.internal(pathName));
TextureRegion[][] tmp = TextureRegion.split(allTexture, allTexture.getWidth() / 2, allTexture.getHeight() / 1);
enemyBulletTexture = new TextureRegion[2];
enemyBulletTexture[0] = tmp[0][0];
enemyBulletTexture[1] = tmp[0][1];
// HitBox
collisionBounds = new Rectangle(x, y, 4f, 9f);
// Play Sound
soundManager = playState.getGSM().getGame().getSoundManager();
soundManager.addSound(enemyBulletSoundPathname, enemyBulletSoundName);
soundManager.playSound(enemyBulletSoundName, 1f);
}
示例11: createAnimation
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
/**
* Creates the animation used for this PowerUp Type.
*
* @param game the game this view belongs to. Needed to access the
* asset manager to get textures.
* @param fileName the path to the file that contains the animation sheet.
* @return the animation used for this PowerUp
*/
private Animation<TextureRegion> createAnimation(Armadillo game, String fileName) {
Texture texture = game.getAssetManager().get(fileName);
TextureRegion[][] regions = TextureRegion.split(texture, texture.getWidth() / NUM_FRAMES, texture.getHeight());
TextureRegion[] frames = new TextureRegion[NUM_FRAMES];
System.arraycopy(regions[0], 0, frames, 0, NUM_FRAMES);
return new Animation<>(FRAME_TIME, frames);
}
示例12: createObstacleDestroyedAnimation
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
private Array<TextureRegion> createObstacleDestroyedAnimation() {
Array<TextureRegion> explosions = new Array<>();
Texture texture = assetService.getTexture(AssetService.TextureAsset.OBSTACLE_EXPLOSION);
TextureRegion[][] split = TextureRegion.split(texture, 64, 64);
for (TextureRegion[] row : split) {
for (TextureRegion region : row) {
explosions.add(region);
}
}
return explosions;
}
示例13: createShortExplosion
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
private Array<TextureRegion> createShortExplosion() {
Array<TextureRegion> explosions = new Array<>();
Texture texture = assetService.getTexture(AssetService.TextureAsset.BOMB_EXPLOSION);
TextureRegion[][] split = TextureRegion.split(texture, 128, 128);
for (TextureRegion[] row : split) {
for (TextureRegion region : row) {
explosions.add(region);
explosions.add(region);
}
}
return explosions;
}
示例14: createLongExplosion
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
private Array<TextureRegion> createLongExplosion() {
Array<TextureRegion> explosions = new Array<>();
Texture texture = assetService.getTexture(AssetService.TextureAsset.EXPLOSION);
TextureRegion[][] split = TextureRegion.split(texture, 100, 100);
for (TextureRegion[] row : split) {
for (TextureRegion region : row) {
explosions.add(region);
}
}
return explosions;
}
示例15: PlayerReimu
import com.badlogic.gdx.graphics.g2d.TextureRegion; //导入方法依赖的package包/类
public PlayerReimu(int type) {
mType = type;
Texture texture = ResourceManager.textures.get("Reimu");
TextureRegion[][] splitted = TextureRegion.split(texture, texture.getWidth() / 8, texture.getHeight() / 3);
animationStay = new Animation<TextureRegion>(5, splitted[0]);
animationStay.setPlayMode(PlayMode.LOOP);
animationLeft = new Animation<TextureRegion>(4, splitted[1]);
animationLeft.setPlayMode(PlayMode.LOOP);
animationRight = new Animation<TextureRegion>(4, splitted[2]);
animationRight.setPlayMode(PlayMode.LOOP);
}