本文整理汇总了Java中com.badlogic.gdx.maps.objects.RectangleMapObject.getRectangle方法的典型用法代码示例。如果您正苦于以下问题:Java RectangleMapObject.getRectangle方法的具体用法?Java RectangleMapObject.getRectangle怎么用?Java RectangleMapObject.getRectangle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.maps.objects.RectangleMapObject
的用法示例。
在下文中一共展示了RectangleMapObject.getRectangle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: makePlatform
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Creates a pivoted platform from the given object, at the given world.
*
* @param world The world were the platform will be.
* @param object The object used to initialize the platform.
* @return The Platform Model of the created platform.
*/
static PlatformModel makePlatform(World world, RectangleMapObject object) {
PlatformModel platform = new PlatformModel(world, object);
Boolean pivoted = object.getProperties().get("pivoted", boolean.class);
if (pivoted != null && pivoted == true) {
Rectangle rect = object.getRectangle();
RectangleMapObject anchorRect = new RectangleMapObject(
rect.getX() + rect.getWidth() / 2, rect.getY() + rect.getHeight() / 2, 1, 1
);
Body anchor = makeRectGround(world, anchorRect);
RevoluteJointDef jointDef = new RevoluteJointDef();
jointDef.initialize(anchor, platform.getBody(), platform.getBody().getWorldCenter());
world.createJoint(jointDef);
}
return platform;
}
示例2: makeRectGround
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Creates rectangular ground from the given object, at the given world.
*
* @param world The world were the ground will be.
* @param object The object used to initialize the ground.
* @return The body of the created ground.
*/
static Body makeRectGround(World world, RectangleMapObject object) {
Rectangle rect = object.getRectangle();
// Body and Fixture variables
BodyDef bdef = new BodyDef();
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(PIXEL_TO_METER * (rect.getX() + rect.getWidth() / 2), PIXEL_TO_METER * (rect.getY() + rect.getHeight() / 2));
Body body = world.createBody(bdef);
shape.setAsBox((rect.getWidth() / 2) * PIXEL_TO_METER, (rect.getHeight() / 2) * PIXEL_TO_METER);
fdef.shape = shape;
fdef.filter.categoryBits = GROUND_BIT;
body.createFixture(fdef);
return body;
}
示例3: onInit
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Inititalisiert den NPC.
* Lädt alle Grafiken und Animationen.
*/
@Override
public void onInit()
{
super.onInit();
stoneAtlas = new TextureAtlas(Gdx.files.internal("data/graphics/packed/stone.atlas"));
bigStone = stoneAtlas.findRegion("stone_big");
if (rawObject instanceof RectangleMapObject)
{
RectangleMapObject rectObject = (RectangleMapObject) rawObject;
Rectangle rect = rectObject.getRectangle();
position = new Vector2(rect.getX() + rect.getWidth() / 2f, rect.getY());
startPosition = new Vector2(rect.getX(), rect.getY());
rectShape = Physics.createRectangle(rect.getWidth(), rect.getHeight(), new Vector2(rect.getWidth() / 2f, rect.getHeight() / 2f));
if (activate)
body = createEntityBody(startPosition, rectShape, BodyDef.BodyType.KinematicBody);
} else {
Gdx.app.log("WARNING", "Stone Barrier " + objectId + " must have an RectangleMapObject!");
worldObjectManager.removeObject(this);
}
}
示例4: createRectangle
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
*
* @param world
* @param rectangleObject
* @param density
* @param friction
* @param restitution
*/
private void createRectangle(World world, RectangleMapObject rectangleObject, float density, float friction, float restitution){
Rectangle rect = rectangleObject.getRectangle();
PolygonShape shape = new PolygonShape();
shape.setAsBox(rect.width / SupaBox.PPM / 2f, rect.height / SupaBox.PPM / 2f);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.StaticBody;
bodyDef.position.set(new Vector2((rect.x + rect.width / 2f) / SupaBox.PPM, (rect.y + rect.height / 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5: loadEnemies
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Carga los enemigos del nivel actual
*/
private static void loadEnemies() {
Enemy enemy = null;
// Carga los objetos m�viles del nivel actual
for (MapObject object : LevelManager.map.getLayers().get("objects").getObjects()) {
if (object instanceof RectangleMapObject) {
RectangleMapObject rectangleObject = (RectangleMapObject) object;
if (rectangleObject.getProperties().containsKey(TiledMapManager.ENEMY)) {
Rectangle rect = rectangleObject.getRectangle();
enemy = new Enemy();
enemy.position.set(rect.x, rect.y);
LevelManager.enemies.add(enemy);
}
}
}
}
示例6: loadPlatforms
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Carga las plataformas m�viles de la pantalla actual
*/
public static void loadPlatforms() {
Platform platform = null;
// Carga los objetos m�viles del nivel actual
for (MapObject object : LevelManager.map.getLayers().get("objects").getObjects()) {
if (object instanceof RectangleMapObject) {
RectangleMapObject rectangleObject = (RectangleMapObject) object;
if (rectangleObject.getProperties().containsKey(TiledMapManager.MOBILE)) {
Rectangle rect = rectangleObject.getRectangle();
Direction direction = null;
if (Boolean.valueOf((String) rectangleObject.getProperties().get("right_direction")))
direction = Direction.RIGHT;
else
direction = Direction.LEFT;
platform = new Platform(rect.x, rect.y, TiledMapManager.PLATFORM_WIDTH, TiledMapManager.PLATFORM_HEIGHT,
Integer.valueOf((String) rectangleObject.getProperties().get("offset")), direction);
LevelManager.platforms.add(platform);
}
}
}
}
示例7: Level
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
public Level() {
super("Game");
cam = new OrthographicCamera();
// Setup camera viewport
cam.setToOrtho(false, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2);
cam.update();
batch = new SpriteBatch();
// Load map
map = new TmxMapLoader().load("maps/Lvl1.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
// Load walls as rectangles in an array
MapObjects wallobjects = map.getLayers().get("Walls").getObjects();
for(int i = 0; i < wallobjects.getCount(); i++) {
RectangleMapObject obj = (RectangleMapObject) wallobjects.get(i);
Rectangle rect = obj.getRectangle();
walls.add(new Rectangle(rect.x, rect.y, 16, 16));
}
Texture[] tex = new Texture[]{new Texture("sprites/Player_Side_Left.png"),new Texture("sprites/Player_Side_Right.png"), new Texture("sprites/Player_Behind_1.png"), new Texture("sprites/Player_Behind_2.png"),new Texture("sprites/Player_Forward1.png"),new Texture("sprites/Player.png")};
player = new Player("sprites/Player.png", 120, 120, walls, tex);
wall = new Texture("tiles/Wall.png");
}
示例8: PlatformModel
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Platform Model's constructor.
* Creates a platform model from the given object, into the given world.
*
* @param world The world the platform model will be in.
* @param object The object to create the platform model with.
*/
public PlatformModel(World world, RectangleMapObject object) {
super(ModelType.PLATFORM, object.getRectangle());
Rectangle rect = object.getRectangle();
// Body and Fixture variables
BodyDef bdef = new BodyDef();
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
bdef.type = BodyDef.BodyType.DynamicBody;
bdef.position.set(PIXEL_TO_METER * (rect.getX() + rect.getWidth() / 2), PIXEL_TO_METER * (rect.getY() + rect.getHeight() / 2));
this.body = world.createBody(bdef);
shape.setAsBox((rect.getWidth() / 2) * PIXEL_TO_METER, (rect.getHeight() / 2) * PIXEL_TO_METER);
fdef.shape = shape;
fdef.filter.categoryBits = GROUND_BIT;
fdef.isSensor = false;
fdef.friction = 0.1f;
fdef.restitution = 0f;
// Fetch density from properties
Float property = object.getProperties().get("density", float.class);
if (property != null)
fdef.density = property;
else
fdef.density = DEFAULT_DENSITY;
body.createFixture(fdef);
}
示例9: addSpawner
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
private void addSpawner(RectangleMapObject spawnerElement)
{
MapProperties properties = spawnerElement.getProperties();
String monsterIdentifier = (String) properties.get("MonsterType");
@SuppressWarnings("unchecked")
Class<? extends Monster> monsterType = (Class<? extends Monster>) ObjectsIdentifier
.getObjectType(monsterIdentifier);
float spawnInterval = (float) properties.get("spawnInterval");
int maximumMonsterAmount = (int) properties.get("MaximumMonsterAmount");
IntegerRectangle spawnArea = new IntegerRectangle(spawnerElement.getRectangle());
MonsterSpawnerUnit spawnerUnit = new MonsterSpawnerUnit(monsterType, spawnArea, maximumMonsterAmount,
spawnInterval);
monsterSpawner.addSpawner(spawnerUnit);
}
示例10: createRectangleFixtureBodyDef
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
public static FixtureBodyDefinition createRectangleFixtureBodyDef(RectangleMapObject object) {
BodyDef bodyDef = new BodyDef();
Rectangle rectangle = object.getRectangle();
bodyDef.position.x = rectangle.x + (rectangle.width / 2);
bodyDef.position.y = rectangle.y + (rectangle.height / 2);
bodyDef.position.scl(MainCamera.getInstance().getTileMapScale());
bodyDef.type = getBodyType(object);
FixtureDef fixtureDef = getFixtureDefFromBodySkeleton(object);
return new FixtureBodyDefinition(fixtureDef, bodyDef);
}
示例11: getRectangle
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
private Shape getRectangle(RectangleMapObject rectangleObject) {
Rectangle rectangle = rectangleObject.getRectangle();
PolygonShape polygon = new PolygonShape();
Vector2 size = new Vector2((rectangle.x + rectangle.width * 0.5f) / GameWorld.units,
(rectangle.y + rectangle.height * 0.5f ) / GameWorld.units);
polygon.setAsBox(rectangle.width * 0.5f / GameWorld.units,
rectangle.height * 0.5f / GameWorld.units,
size,
0.0f);
return polygon;
}
示例12: getRectangle
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
private Shape getRectangle(RectangleMapObject rectangleObject) {
Rectangle rectangle = rectangleObject.getRectangle();
PolygonShape polygon = new PolygonShape();
Vector2 size = new Vector2((rectangle.x + rectangle.width * 0.5f) / units,
(rectangle.y + rectangle.height * 0.5f ) / units);
polygon.setAsBox(rectangle.width * 0.5f / units,
rectangle.height * 0.5f / units,
size,
0.0f);
return polygon;
}
示例13: populatePhysicsWorld
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
public void populatePhysicsWorld(World physicsWorld) {
for (MapObject collisionObject : collisionObjects) {
if (collisionObject instanceof RectangleMapObject) {
RectangleMapObject rectangleCollisionObject = (RectangleMapObject) collisionObject;
Rectangle collisionRectangle = rectangleCollisionObject.getRectangle();
CollisionBody collisionBody = new CollisionBody(collisionRectangle);
collisionBody.addToPhysicsWorld(physicsWorld);
}
}
}
示例14: getRectangle
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
private Shape getRectangle(RectangleMapObject rectangleObject) {
Rectangle rectangle = rectangleObject.getRectangle();
PolygonShape polygon = new PolygonShape();
Vector2 size = new Vector2((rectangle.x + rectangle.width * 0.5f)
* m_units, (rectangle.y + rectangle.height * 0.5f) * m_units);
polygon.setAsBox(rectangle.width * 0.5f * m_units, rectangle.height
* 0.5f * m_units, size, 0.0f);
return polygon;
}
示例15: makeWater
import com.badlogic.gdx.maps.objects.RectangleMapObject; //导入方法依赖的package包/类
/**
* Creates water from the given object, at the given world.
*
* @param world The world were the water will be.
* @param object The object used to initialize the water.
* @return The Water Model of the created water.
*/
static WaterModel makeWater(World world, RectangleMapObject object) {
return new WaterModel(world, object.getRectangle());
}