本文整理汇总了Java中com.badlogic.gdx.maps.objects.EllipseMapObject.getEllipse方法的典型用法代码示例。如果您正苦于以下问题:Java EllipseMapObject.getEllipse方法的具体用法?Java EllipseMapObject.getEllipse怎么用?Java EllipseMapObject.getEllipse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.maps.objects.EllipseMapObject
的用法示例。
在下文中一共展示了EllipseMapObject.getEllipse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: createEllipse
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
/**
*
* @param world
* @param ellipseObject
* @param density
* @param friction
* @param restitution
*/
private void createEllipse(World world, EllipseMapObject ellipseObject, float density, float friction, float restitution){
Ellipse circle = ellipseObject.getEllipse();
CircleShape shape = new CircleShape();
shape.setRadius(circle.width / 2f / SupaBox.PPM);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.StaticBody;
bodyDef.position.set(new Vector2((circle.x + circle.width / 2f) / SupaBox.PPM, (circle.y + circle.width / 2f) / SupaBox.PPM));
Body body = world.createBody(bodyDef);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = density;
fixtureDef.friction = friction;
fixtureDef.restitution = restitution;
body.createFixture(fixtureDef);
shape.dispose();
}
示例2: onInit
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
@Override
public void onInit()
{
crystalAtlas = new TextureAtlas(Gdx.files.internal("data/graphics/packed/crystal.atlas"));
crystal = crystalAtlas.findRegion("crystal");
if (rawObject instanceof EllipseMapObject)
{
EllipseMapObject ellipseMapObject = (EllipseMapObject) rawObject;
position = new Vector2(ellipseMapObject.getEllipse().x + ellipseMapObject.getEllipse().width / 2f, ellipseMapObject.getEllipse().y + ellipseMapObject.getEllipse().height / 2f);
} else {
Gdx.app.log("WARNING", "Crystal " + objectId + " must be an EllipseMapObject.");
worldObjectManager.removeObject(this);
}
}
示例3: onInit
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
@Override
public void onInit()
{
wolfAtlas = new TextureAtlas(Gdx.files.internal("data/graphics/packed/wolf.atlas"));
wolf = wolfAtlas.findRegion("wolf_side", 4);
if (rawObject instanceof EllipseMapObject)
{
EllipseMapObject ellipseMapObject = (EllipseMapObject) rawObject;
position = new Vector2(ellipseMapObject.getEllipse().x + ellipseMapObject.getEllipse().width / 2f, ellipseMapObject.getEllipse().y + ellipseMapObject.getEllipse().height / 2f);
} else {
Gdx.app.log("WARNING", "EndingWolf " + objectId + " must be an EllipseMapObject.");
worldObjectManager.removeObject(this);
}
}
示例4: createEllipseFixtureBodyDef
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
public static FixtureBodyDefinition createEllipseFixtureBodyDef(EllipseMapObject object) {
BodyDef bodyDef = new BodyDef();
Ellipse ellipse = object.getEllipse();
bodyDef.position.x = ellipse.x + (ellipse.width / 2);
bodyDef.position.y = ellipse.y + (ellipse.height / 2);
bodyDef.position.scl(MainCamera.getInstance().getTileMapScale());
bodyDef.type = getBodyType(object);
FixtureDef fixtureDef = getFixtureDefFromBodySkeleton(object);
return new FixtureBodyDefinition(fixtureDef, bodyDef);
}
示例5: spawnEnemies
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
private void spawnEnemies(TiledMap tiledMap, int level) {
Array<Vector2> spawnpoints = new Array<Vector2>();
MapLayer layer = tiledMap.getLayers().get("EnemySpawnPoints");
Iterator<MapObject> it = layer.getObjects().iterator();
while(it.hasNext()){
MapObject object = it.next();
EllipseMapObject ellipseMapObject = (EllipseMapObject) object;
Ellipse ellipse = ellipseMapObject.getEllipse();
spawnpoints.add(new Vector2(ellipse.x + ellipse.width / 2, ellipse.y + ellipse.height / 2));
}
int numberOfEnemies = level / 6 + 1;
if(numberOfEnemies >= 8){
numberOfEnemies = 8;
}
float speed = (float) Math.pow(1.045, level);
for(int i = 0; i < numberOfEnemies; i++){
int random = MathUtils.random(0, spawnpoints.size - 1);
Vector2 vec = spawnpoints.get(random);
spawnpoints.removeIndex(random);
Entity enemy = EntityUtils.createEnemyAStar(vec.x, vec.y, speed);
enemies.add(enemy);
engine.addEntity(enemy);
}
}
示例6: createLights
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
private void createLights(TiledMap tiledMap, int map) {
MapLayer layer = tiledMap.getLayers().get("PointLights");
Iterator<MapObject> it = layer.getObjects().iterator();
while(it.hasNext()){
MapObject object = it.next();
//Always going to be a circle
EllipseMapObject ellipse = (EllipseMapObject) object;
Entity entity = new Entity();
PointLightComponent pointComponent = new PointLightComponent();
pointComponent.color = Values.LIGHT_COLORS[map];
pointComponent.maxDistance = (float)Math.sqrt((double)ellipse.getEllipse().area());
pointComponent.numRays = Values.POINT_LIGHT_DEFAULT_NUM_RAYS;
pointComponent.x = ellipse.getEllipse().x + ellipse.getEllipse().width / 2;
pointComponent.y = ellipse.getEllipse().y + ellipse.getEllipse().height / 2;
LightComponent lightComponent = new LightComponent();
lightComponent.lightType = LightType.PointLight;
entity.add(pointComponent);
entity.add(lightComponent);
engine.addEntity(entity);
pointLights.add(entity);
}
}
示例7: getEllipse
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
private Shape getEllipse(EllipseMapObject ellipseObject) {
Ellipse ellipse = ellipseObject.getEllipse();
CircleShape ellipseShape = new CircleShape();
ellipseShape.setRadius((ellipse.width/2) / GameWorld.units);
ellipseShape.setPosition(new Vector2(ellipse.x / GameWorld.units, ellipse.y / GameWorld.units));
return ellipseShape;
}
示例8: onInit
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
/**
* Initialisierung
*/
@Override
public void onInit()
{
super.onInit();
dummyAtlas = new TextureAtlas(Gdx.files.internal("data/graphics/packed/chicken.atlas"));
dummy = dummyAtlas.findRegion("chicken");
dummy_hit = dummyAtlas.findRegion("chicken_hit");
if (rawObject instanceof EllipseMapObject)
{
EllipseMapObject ellipseObject = (EllipseMapObject) rawObject;
Ellipse ellipse = ellipseObject.getEllipse();
Vector2 startPos = new Vector2(ellipse.x + ellipse.width / 2f, ellipse.y + ellipse.height / 2f);
body = createCircleBody(startPos, 10);
handler = new AttackHandler(worldObjectManager);
handler.setAttackedCallback(new AttackHandler.AttackedCallback()
{
@Override
public boolean run(Player player, int damage)
{
health -= damage;
if (health <= 0)
{
if (deathCallback != null)
deathCallback.run();
worldObjectManager.removeObject(TutorialDummy.this);
} else {
hitTimer += 0.6f;
}
return true;
}
});
handler.createAttackFixture(body, Physics.createRectangle(64, 64, new Vector2(0, 0)));
} else {
Gdx.app.log("WARNING", "Tutorial Dummy " + objectId + " must have an EllipseMapObject!");
worldObjectManager.removeObject(this);
}
}
示例9: onInit
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
/**
* Initialisierung
*/
@Override
public void onInit()
{
super.onInit();
direction = new Vector2(MathUtils.random(-1f, 1f), MathUtils.random(-1f, 1f)).scl(4f);
crabAtlas = new TextureAtlas(Gdx.files.internal("data/graphics/packed/krab.atlas"));
crabAnimation = new Animation<TextureRegion>(1/7f, crabAtlas.findRegions("krab"), Animation.PlayMode.LOOP);
if (rawObject instanceof EllipseMapObject)
{
EllipseMapObject ellipseObject = (EllipseMapObject) rawObject;
Ellipse ellipse = ellipseObject.getEllipse();
Vector2 startPos = new Vector2(ellipse.x + ellipse.width / 2f, ellipse.y + ellipse.height / 2f);
body = createCircleBody(startPos, 10);
handler = new AttackHandler(worldObjectManager);
handler.setAttackedCallback(new AttackHandler.AttackedCallback()
{
@Override
public boolean run(Player player, int damage)
{
health -= damage;
if (health <= 0)
{
if (deathCallback != null)
deathCallback.run();
worldObjectManager.removeObject(Crab.this);
} else {
hitTimer += 0.6f;
}
return true;
}
});
handler.createAttackFixture(body, Physics.createRectangle(64, 64, new Vector2(0, 0)));
} else {
Gdx.app.log("WARNING", "Crab " + objectId + " must have an EllipseMapObject!");
worldObjectManager.removeObject(this);
}
}
示例10: createEnemy
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
private void createEnemy() {
mEnemyDaos = new Array<Enemy>();
Array<MapLayer> mapLayers = new Array<MapLayer>();
//天兵对象层
mapLayers.add(mMap.getLayers().get("enemy"));
mapLayers.add(mMap.getLayers().get("enemyFu"));
mapLayers.add(mMap.getLayers().get("enemyQiang"));
for (MapLayer mapLayer : mapLayers) {
if (mapLayer == null) {
continue;
}
//初始化天兵刚体形状
BodyDef enemyDef = new BodyDef();
enemyDef.type = BodyDef.BodyType.DynamicBody;
//多边形形状
PolygonShape polygonShape = new PolygonShape();
//设置夹具
FixtureDef enemyFixDef = new FixtureDef();
//遍历enemy对象层
for (MapObject object : mapLayer.getObjects()) {
//坐标
float x = 0;
float y = 0;
//获取对象坐标
if (object instanceof EllipseMapObject) {
EllipseMapObject ellipseMapObject = (EllipseMapObject) object;
x = ellipseMapObject.getEllipse().x / Constant.RATE;
y = ellipseMapObject.getEllipse().y / Constant.RATE;
}
//天兵夹具
polygonShape.setAsBox(30 / Constant.RATE, 60 / Constant.RATE);
enemyFixDef.shape = polygonShape;
enemyFixDef.isSensor = true;
enemyFixDef.filter.categoryBits = Constant.ENEMY_DAO;
enemyFixDef.filter.maskBits = Constant.PLAYER;
//设置位置
enemyDef.position.set(x, y);
Body enemyBody = mWorld.createBody(enemyDef);
enemyBody.createFixture(enemyFixDef).setUserData("enemy");
//创建脚传感器 foot
polygonShape.setAsBox(28 / Constant.RATE, 3 / Constant.RATE, new Vector2(0, -58 / Constant.RATE), 0);
enemyFixDef.shape = polygonShape;
enemyFixDef.filter.categoryBits = Constant.ENEMY_DAO;
enemyFixDef.filter.maskBits = Constant.BLOCK;
enemyFixDef.isSensor = false;
enemyBody.createFixture(enemyFixDef).setUserData("enemyFoot");
Enemy enemy = new Enemy(enemyBody, mapLayer.getName());
mEnemyDaos.add(enemy);
enemyBody.setUserData(enemy);
Thread thread = new Thread(enemy);
thread.start();
}
}
}
示例11: createBoss
import com.badlogic.gdx.maps.objects.EllipseMapObject; //导入方法依赖的package包/类
private void createBoss(int level) {
MapLayer mapLayer = mMap.getLayers().get("Boss");
if (mapLayer == null) return;
//初始化Boss刚体形状
BodyDef bossDef = new BodyDef();
bossDef.type = BodyDef.BodyType.DynamicBody;
//多边形形状
PolygonShape polygonShape = new PolygonShape();
//设置夹具
FixtureDef bossFixDef = new FixtureDef();
//遍历Boss对象层
for (MapObject object : mapLayer.getObjects()) {
//坐标
float x = 0;
float y = 0;
//获取对象坐标
if (object instanceof EllipseMapObject) {
EllipseMapObject ellipseMapObject = (EllipseMapObject) object;
x = ellipseMapObject.getEllipse().x / Constant.RATE;
y = ellipseMapObject.getEllipse().y / Constant.RATE;
}
//设置位置
bossDef.position.set(x, y);
Body bossBody = mWorld.createBody(bossDef);
//二郎神标志
if (Play.level == 4) {
polygonShape.setAsBox(20 / Constant.RATE, 10 / Constant.RATE, new Vector2(0, -20 / Constant.RATE), 0);
bossFixDef.shape = polygonShape;
bossFixDef.isSensor = true;
bossBody.createFixture(bossFixDef).setUserData("erlang");
}
//boss夹具
polygonShape.setAsBox(30 / Constant.RATE, 60 / Constant.RATE);
bossFixDef.shape = polygonShape;
bossFixDef.isSensor = true;
bossFixDef.filter.categoryBits = Constant.BOSS;
bossFixDef.filter.maskBits = Constant.PLAYER;
bossBody.createFixture(bossFixDef).setUserData("boss");
//创建脚传感器 foot
polygonShape.setAsBox(28 / Constant.RATE, 3 / Constant.RATE, new Vector2(0, -58 / Constant.RATE), 0);
bossFixDef.shape = polygonShape;
bossFixDef.filter.categoryBits = Constant.BOSS;
bossFixDef.filter.maskBits = Constant.BLOCK;
bossFixDef.isSensor = false;
bossBody.createFixture(bossFixDef).setUserData("bossFoot");
//设置Boss
switch (level) {
case 0: //第一关
mBoss = new Boss(bossBody, MyGdxGame.assetManager.getTextureAtlas(Constant.BOSS_JULING_ROLE));
break;
case 1: //第二关
mBoss = new Boss(bossBody, MyGdxGame.assetManager.getTextureAtlas(Constant.BOSS_ZENGZHANG_ROLE));
break;
case 2: //第三关
mBoss = new Boss(bossBody, MyGdxGame.assetManager.getTextureAtlas(Constant.BOSS_GUANGMU_ROLE));
break;
case 3: //第四关
mBoss = new Boss(bossBody, MyGdxGame.assetManager.getTextureAtlas(Constant.BOSS_DUOWEN_ROLE));
break;
case 4: //第五关
mBoss = new Boss(bossBody, MyGdxGame.assetManager.getTextureAtlas(Constant.BOSS_ERLANG_ROLE));
break;
}
bossBody.setUserData(mBoss);
Thread thread = new Thread(mBoss);
thread.start();
}
}