本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.ShapeRenderer.setAutoShapeType方法的典型用法代码示例。如果您正苦于以下问题:Java ShapeRenderer.setAutoShapeType方法的具体用法?Java ShapeRenderer.setAutoShapeType怎么用?Java ShapeRenderer.setAutoShapeType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.glutils.ShapeRenderer
的用法示例。
在下文中一共展示了ShapeRenderer.setAutoShapeType方法的11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: render
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb, ShapeRenderer sr) {
sb.setProjectionMatrix(camera.combined);
sr.setAutoShapeType(true);
sr.setProjectionMatrix(camera.combined);
//SHAPERENDERER
sr.begin();
sr.set(ShapeRenderer.ShapeType.Filled);
sr.setColor(new Color(23 / 255f, 23 / 255f, 23 / 255f, 1f));
sr.rect(0, 0, Game.WIDTH, Game.HEIGHT);
for (int i = 0; i < background.length; i++) {
background[i].renderSR(sr);
}
play.renderSR(sr);
music.renderSR(sr);
sr.end();
//SPRITEBATCH
sb.begin();
sb.draw(logo, Game.WIDTH / 2 - (logo.getTexture().getWidth() * 10) / 2, Game.HEIGHT - 50 - logo.getHeight() * 10, logo.getWidth() * 10, logo.getHeight() * 10);
play.renderSB(sb);
music.renderSB(sb);
betaText.draw(sb, "Beta Release - Copyright 2017 Gussio. All rights reserved. Visit https://gussio.nl/ for more info.", 10, 25);
sb.end();
}
示例2: render
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb, ShapeRenderer sr) {
sb.setProjectionMatrix(camera.combined);
sr.setAutoShapeType(true);
sr.setProjectionMatrix(camera.combined);
//BACKGROUND
sr.begin();
sr.set(ShapeRenderer.ShapeType.Filled);
sr.setColor(Color.WHITE);
sr.rect(0, 0, Game.WIDTH, Game.HEIGHT);
sr.end();
//LOGO
sb.begin();
sb.draw(logo, Game.WIDTH / 2 - logo.getWidth() * 20 / 2, Game.HEIGHT / 2 - logo.getHeight() * 20 / 2, logo.getWidth() * 20, logo.getHeight() * 20);
sb.end();
}
示例3: create
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void create() {
overlayCamera = new OrthographicCamera(424, 240);
overlayCamera.translate(overlayCamera.viewportWidth / 2, overlayCamera.viewportHeight / 2, 0);
overlayCamera.update();
overlayViewPort = new StretchViewport(424, 240, overlayCamera);
shapeRenderer = new ShapeRenderer();
shapeRenderer.setAutoShapeType(true);
initializeTextures();
}
示例4: MainWindow
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
public MainWindow(String title) {
setSize(480, 800);
cubDrawable = DrawableUtil.getRectLineDrawable("icon/select.9.png");
debug();
shapeRenderer = new ShapeRenderer();
shapeRenderer.setAutoShapeType(true);
EditorManager.getInstance().getEventBus().register(this);
font = EditorManager.getInstance().getMainFont();
this.addListener(clickListener);
this.addCaptureListener(selectListener);
this.addActor(selectedGroup);
}
示例5: show
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void show() {
renderer = new ShapeRenderer();
renderer.setAutoShapeType(true);
batch = new SpriteBatch();
hud = new Hud();
Pathway pathway = new Pathway(match.getTiles(), match.getPlayer());
manager = new Manager(pathway);
grabber = new Grabber(match.getTiles(), match.getCam(), manager, pathway, match.getPlayer());
Gdx.input.setInputProcessor(new InputMultiplexer(manager.getStage(), grabber, match.getStage()));
}
示例6: drawPath
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
public static void drawPath(ArrayList<Node> path , ShapeRenderer sr , OrthographicCamera camera){
sr.setAutoShapeType(true);
sr.setProjectionMatrix(camera.combined);
sr.begin();
for(Node node : path){
Vector2 start = node.getParent() != null ? node.getParent().getCordinates().cpy().scl(32) : LevelManager.tileSpawn.getTileCenter();
sr.setColor(Color.WHITE);
sr.set(ShapeType.Line);
sr.line(start , node.getCordinates().cpy().scl(32));
}
sr.end();
}
示例7: TowerSelectionSystem
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
public TowerSelectionSystem(EntityFactory factory , OrthographicCamera gameCam) {
super(Families.TOWER);
_gameCam = gameCam;
player = factory.getPlayer();
_shapeRenderer = new ShapeRenderer();
_shapeRenderer.setAutoShapeType(true);
}
示例8: create
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void create () {
loadHighScore();
stage = new Stage();
group = new WidgetGroup();
stage.addActor(group);
createToolTip();
createResetButton();
createUndoButton();
batch = new SpriteBatch();
polyBatch = new PolygonSpriteBatch();
HexagonalGridBuilder<TileData> builder = new HexagonalGridBuilder<TileData>()
.setGridHeight(GRID_WIDTH)
.setGridWidth(GRID_HEIGHT)
.setGridLayout(HexagonalGridLayout.HEXAGONAL)
.setOrientation(HexagonOrientation.FLAT_TOP)
.setRadius(Gdx.graphics.getWidth()/16);
grid = builder.build();
initHexData();
initInput();
shapeRenderer = new ShapeRenderer();
shapeRenderer.setAutoShapeType(true);
AssetLoader.load();
String vertexShader = Gdx.files.internal("defaultvertex.vs").readString();
String redShader = Gdx.files.internal("redtrans.fs").readString();
invalidPlacement = new ShaderProgram(vertexShader, redShader);
if (!invalidPlacement.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + invalidPlacement.getLog());
String okShader = Gdx.files.internal("slightlytrans.fs").readString();
okPlacement = new ShaderProgram(vertexShader, okShader);
if (!okPlacement.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + okPlacement.getLog());
initGrid();
menuTextures = new ArrayList<>();
menuTextures.add(AssetLoader.assetManager.get("farm.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("house.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("mine.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("wind.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("factory.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("market.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("bank.png", Texture.class));
menuTextures.add(AssetLoader.assetManager.get("rocket.png", Texture.class));
for(int i = 0; i < START_CLOUDS_COUNT; i++)
{
Coord c = new Coord();
c.x = r.nextInt() % Gdx.graphics.getWidth();
c.y = r.nextInt() % Gdx.graphics.getHeight();
clouds.add(c);
}
}
示例9: initialize
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //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);
}
示例10: show
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void show() {
batch = new SpriteBatch();
viewport = new FitViewport(Constants.DIFFICULTY_WORLD_SIZE_WIDTH, Constants.DIFFICULTY_WORLD_SIZE_HEIGHT);
renderer = new ShapeRenderer();
renderer.setAutoShapeType(true);
stage = new Stage(viewport);
Gdx.input.setInputProcessor(stage);
Skin uiSkin = new Skin(Gdx.files.internal("UiSkin/uiskin.json"));
button = new TextButton(menucontinue, uiSkin);
TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
textButtonStyle.font = font12;
textButtonStyle.up = uiSkin.newDrawable("white", Color.DARK_GRAY);
textButtonStyle.down = uiSkin.newDrawable("white", Color.DARK_GRAY);
textButtonStyle.checked = uiSkin.newDrawable("white", Color.DARK_GRAY);
textButtonStyle.over = uiSkin.newDrawable("white", Color.DARK_GRAY);
button.setStyle(textButtonStyle);
imageLogo = new Image();
imageLogo.setDrawable(new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("Star.png")))));
/*container=new Container<Image>(imageLogo);
container.setTransform(true); // for enabling scaling and rotation
container.size(100, 100);
container.setOrigin(Align.center);//container.getWidth() / 2, container.getHeight() / 2);
container.setPosition(100,100);
container.setScale(1); //scale according to your requirement
*/
Table table = new Table();
table.setFillParent(true);
table.add(imageLogo);
table.row();
table.add(button).width(450).height(300).pad(10);
table.row();
stage.addActor(table);
//container.addAction(Actions.parallel(/*Actions.moveTo(500, 300, 2.0f),*/Actions.rotate(1.f,1.0f)));//Actions.scaleTo(0.1f, 0.1f,2.0f)));
button.addListener(new ChangeListener() {
public void changed (ChangeEvent event, Actor actor) {
if(!victory || (victory && level == maxNumLevels))
game.ShowMenuScreen();
else
game.ShowSuperBullScreen(level +1);
}
});
}
示例11: show
import com.badlogic.gdx.graphics.glutils.ShapeRenderer; //导入方法依赖的package包/类
@Override
public void show() {
batch = new SpriteBatch();
Skin uiSkin = new Skin(Gdx.files.internal("UiSkin/uiskin.json"));
Preferences prefs = Gdx.app.getPreferences("MyPreferences");
flagSound = prefs.getBoolean("sound");
mp3Music = Gdx.audio.newMusic(Gdx.files.internal("Music/Intro.mp3"));
mp3Music.setLooping(true);
if(flagSound){
mp3Music.play();
}
viewport = new FitViewport(Constants.DIFFICULTY_WORLD_SIZE_WIDTH, Constants.DIFFICULTY_WORLD_SIZE_HEIGHT);
renderer = new ShapeRenderer();
renderer.setAutoShapeType(true);
Gdx.input.setInputProcessor(this);
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("Vollkorn/Vollkorn-Regular.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 24;
BitmapFont font12 = generator.generateFont(parameter); // font size 12 pixels
generator.dispose(); // don't forget to dispose to avoid memory leaks!
FileHandle baseFileHandle = Gdx.files.internal("Messages/menus");
String localeLanguage =java.util.Locale.getDefault().toString();
Locale locale = new Locale(localeLanguage);
I18NBundle myBundle = I18NBundle.createBundle(baseFileHandle, locale,"UTF-8");
String menuabout = myBundle.get("menuabout");
String menudevelopers = myBundle.get("menudevelopers");
stage = new Stage(viewport);
Label label = new Label(menuabout,uiSkin);
Label label2 = new Label("\n"+menudevelopers+":\nluarca84\n" +
"laibach" ,uiSkin);
label2.setAlignment(Align.center);
Label.LabelStyle labelStyle = new Label.LabelStyle();
labelStyle.font = font12;
label2.setStyle(labelStyle);
label.setStyle(labelStyle);
Texture texture = new Texture("android_libgdx.png");
TextureRegion textureRegion = new TextureRegion(texture);
Image image = new Image(textureRegion);
Table tableParent = new Table();
tableParent.setFillParent(true);
Table table = new Table();
table.add(label);
table.row();
table.add(label2);
table.row();
tableParent.add(table);
tableParent.row();
tableParent.add(image).width(450);
stage.addActor(tableParent);
}