本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.Group.addAction方法的典型用法代码示例。如果您正苦于以下问题:Java Group.addAction方法的具体用法?Java Group.addAction怎么用?Java Group.addAction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.scenes.scene2d.Group
的用法示例。
在下文中一共展示了Group.addAction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: move3
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move3(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
if(time==0) {
move.setPosition(0, -procent * distanceReference);
}else {
if(Math.abs(procent)<=0.5) {
move.setPosition(0, 0);
}else if(procent>0.5){
move.setPosition(p2.x,p2.y);
}else{
move.setPosition(p4.x,p4.y);
}
}
gr.addAction(move);
}
示例2: visualize
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
@Override public IFuture<Void> visualize(DroppedItem drop) {
final Future<Void> future = new Future<Void>();
Group group = new Group();
Tile image = new Tile("item/" + drop.item.name);
Label counter = new Label(String.valueOf(drop.count), Config.skin);
counter.setSize(image.getWidth(), image.getHeight());
counter.setAlignment(Align.right | Align.bottom);
group.addActor(image);
group.addActor(counter);
group.setTransform(false);
visualizer.viewController.notificationLayer.addActor(group);
group.setPosition(drop.target.getX() * ViewController.CELL_SIZE, drop.target.getY() * ViewController.CELL_SIZE);
group.addAction(Actions.parallel(
Actions.moveBy(0, 30, 1f, Interpolation.fade),
Actions.alpha(0, 1f, Interpolation.fade),
Actions.delay(0.4f, Actions.run(new Runnable() {
@Override public void run() {
future.happen();
}
}))
));
return future;
}
示例3: move0
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move0(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
ScaleToAction scale = new ScaleToAction();
scale.setDuration(time);
if(time == 0) {
gr.clearActions();
gr.clearActions();
if (procent < 0) {
scale.setScale(0.5f + (Math.abs(procent) * 0.3f));
move.setPosition(p0.x + procent * d01.x, p0.y + (1 - (procent * d01.y)));
addfirst();
}else{
scale.setScale(0.5f);
move.setPosition(p0.x,p0.y);
}
}else{
if(Math.abs(procent)<=0.5){
scale.setScale(0.5f);
move.setPosition(p0.x,p0.y);
}else if(procent < -0.5) {
scale.setScale(0.8f);
move.setPosition(p1.x, p1.y);
addfirst();
}else{
scale.setScale(0.5f);
move.setPosition(p0.x,p0.y);
}
}
gr.addAction(scale);
gr.addAction(move);
}
示例4: move1
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move1(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
ScaleToAction scale = new ScaleToAction();
scale.setDuration(time);
if(time == 0) {
gr.clearActions();
gr.clearActions();
if (procent > 0) {
scale.setScale(0.8f - (Math.abs(procent) * 0.3f));
move.setPosition(p1.x + (procent * d01.x), p1.y + (1 - (procent * d01.y)));
} else {
scale.setScale(0.8f + (Math.abs(procent) * 0.2f));
move.setPosition(p1.x + (procent * d12.x), p1.y + (1 - (procent * d12.y)));
}
}else{
if(Math.abs(procent)<=0.5){
scale.setScale(0.8f);
move.setPosition(p1.x,p1.y);
}else if(procent > 0.5){
scale.setScale(0.5f);
move.setPosition(p0.x, p0.y);
}else{
scale.setScale(1);
move.setPosition(p2.x,p2.y);
}
}
gr.addAction(scale);
gr.addAction(move);
}
示例5: move2
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move2(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
ScaleToAction scale = new ScaleToAction();
scale.setDuration(time);
if(time == 0) {
if (procent > 0) {
scale.setScale(1 - (Math.abs(procent) * 0.2f));
move.setPosition(p2.x + procent * d12.x, p2.y + (1 - (procent * d12.y)));
} else {
scale.setScale(1);
move.setPosition(0, p2.y - procent * distanceReference);
}
}else{
if(Math.abs(procent)<=0.5){
scale.setScale(1);
move.setPosition(p2.x,p2.y);
}else if(procent>0.5){
scale.setScale(0.8f);
move.setPosition(p1.x,p1.y);
}else{
scale.setScale(1);
move.setPosition(0,0);
}
}
gr.addAction(scale);
gr.addAction(move);
}
示例6: move4
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move4(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
ScaleToAction scale = new ScaleToAction();
scale.setDuration(time);
if (time ==0) {
if (procent > 0) {
scale.setScale(1);
move.setPosition(0, p4.y - procent * distanceReference);
} else {
scale.setScale(1 - (Math.abs(procent) * 0.2f));
move.setPosition(p4.x - procent * d45.x, p4.y + (1 - (procent * d45.y)));
}
}else{
if(Math.abs(procent)<=0.5){
scale.setScale(1);
move.setPosition(p4.x,p4.y);
}else if(procent>=0.5){
scale.setScale(1);
move.setPosition(0,0);
}else{
scale.setScale(0.8f);
move.setPosition(p5.x,p5.y);
}
}
gr.addAction(scale);
gr.addAction(move);
}
示例7: move5
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move5(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
ScaleToAction scale = new ScaleToAction();
scale.setDuration(time);
if(time == 0) {
gr.clearActions();
gr.clearActions();
if (procent > 0) {
scale.setScale(0.8f + (Math.abs(procent) * 0.2f));
move.setPosition(p5.x - (procent * d45.x), p5.y + (1 - (procent * d45.y)));
} else {
scale.setScale(0.8f - (Math.abs(procent) * 0.3f));
move.setPosition(p5.x - (procent * d56.x),p5.y + (1-(procent*d56.y)));
}
}else{
if(Math.abs(procent)<=0.5){
scale.setScale(0.8f);
move.setPosition(p5.x,p5.y);
}else if(procent > 0.5){
scale.setScale(1);
move.setPosition(p4.x, p4.y);
}else{
scale.setScale(0.5f);
move.setPosition(p6.x,p6.y);
}
}
gr.addAction(scale);
gr.addAction(move);
}
示例8: move6
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void move6(Group gr, float procent, float time) {
MoveToAction move = new MoveToAction();
move.setDuration(time);
ScaleToAction scale = new ScaleToAction();
scale.setDuration(time);
if(time == 0) {
gr.clearActions();
gr.clearActions();
if (procent > 0) {
scale.setScale(0.5f + (Math.abs(procent) * 0.3f));
move.setPosition(p6.x - procent * d56.x, p6.y + (1 - (procent * d56.y)));
addlast();
}else{
scale.setScale(0.5f);
move.setPosition(p6.x,p6.y);
}
}else{
if(Math.abs(procent)<=0.5){
scale.setScale(0.5f);
move.setPosition(p6.x,p6.y);
}else if(procent > 0.5) {
scale.setScale(0.8f);
move.setPosition(p5.x, p5.y);
addlast();
}else{
scale.setScale(0.5f);
move.setPosition(p6.x,p6.y);
}
}
gr.addAction(scale);
gr.addAction(move);
}
示例9: onChangedState
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
@Override public void onChangedState(Boolean active) {
Group appearing = active ? onGroup : offGroup;
Group disappearing = active ? offGroup : onGroup;
appearing.clearActions();
appearing.addAction(alpha(1, 0.5f));
disappearing.clearActions();
disappearing.addAction(alpha(0, 0.5f));
if (active) {
SoundManager.instance.playMusicAsSound("step-detector-activation");
}
}
示例10: process
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
@Override public IFuture<Response> process(final Params params) {
final Future<Response> future = new Future<Response>();
Stage stage = ((DiceHeroes) Gdx.app.getApplicationListener()).getState().stage;
Tile icon = new Tile("ui/pvp/timer");
icon.setPosition(ICON_PADDING, ICON_PADDING);
Tile progress = new Tile("ui-reward-window-background");
progress.setTouchable(Touchable.disabled);
progress.setPosition(
ICON_PADDING * 2 + icon.getWidth(),
ICON_PADDING + icon.getHeight() * 0.5f - BAR_HEIGHT * 0.5f
);
progress.setSize(
stage.getWidth() - ICON_PADDING * 3 - icon.getWidth(),
BAR_HEIGHT
);
root = new Group();
root.addActor(progress);
root.addActor(icon);
stage.addActor(root);
root.addAction(delay(25, forever(sequence(
visible(false),
delay(0.1f),
visible(true),
delay(0.4f)
))));
progress.addAction(
sequence(
sizeTo(0, BAR_HEIGHT, 30f),
run(new Runnable() {
@Override public void run() {
root.remove();
skip(future, params);
}
})
)
);
processor.process(params).addListener(future);
return future.addListener(this);
}
示例11: a
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
protected final Table a(Skin paramSkin, Stage paramStage, int paramInt)
{
this.w = paramSkin;
this.x = ((Label.LabelStyle)paramSkin.get("portal-stats", Label.LabelStyle.class));
this.D = new Image(paramSkin.getRegion("portal_key"));
this.E = new Image(paramSkin.getRegion("portal_key_ghosted"));
a(null);
ScrollLabel.ScrollLabelStyle localScrollLabelStyle = new ScrollLabel.ScrollLabelStyle(paramSkin.getFont("default-font"), Color.WHITE, 20.0F, 28, true);
Table localTable1 = new Table();
localTable1.defaults().f(ag).h(af);
localTable1.add(d()).n().f().i().j();
localTable1.row();
this.F = new Table();
this.F.setBackground(this.w.getDrawable("default-window-no-outline"));
this.V = new ActionButton("LINK", null, (ActionButton.ActionButtonStyle)this.w.get("default-slim", ActionButton.ActionButtonStyle.class));
this.V.a(new as(this));
b(0.0F);
this.W = new Image();
this.W.addAction(Actions.alpha(0.0F));
localTable1.add(this.F).g().l().e(ag);
Table localTable2 = new Table();
localTable2.defaults().d(af);
localTable2.add(i()).k().n().g().j();
localTable2.row();
localTable2.add(m()).n().f().e(ag).b(com.a.a.e.b(0.7F)).g(ag).l();
Table localTable3 = new Table();
Table localTable4 = new Table();
this.L = new g(null, localScrollLabelStyle, 8);
this.M = new Label("", (Label.LabelStyle)paramSkin.get("large", Label.LabelStyle.class));
localTable4.add(this.L).o().g().k();
localTable4.add(this.M).m().f(af);
localTable4.setBackground(paramSkin.getDrawable("portal-info-dialog-title-bg"));
localTable3.add(localTable4).o().g().f(af).k().b(Integer.valueOf(2)).f((int)(paramStage.getWidth() - 40.0F));
localTable3.row();
localTable3.add(localTable1).n().f().a(com.a.a.e.a(0.57F));
localTable3.add(localTable2).n().f().a(com.a.a.e.a(0.43F));
localTable3.top();
this.q = new SelectableHudFragment(this.h);
a(this.q.b());
this.g.a(this.j, this.q);
float f1 = this.o;
Group localGroup = new Group();
localGroup.addAction(Actions.delay(f1, Actions.run(new ap(this, localGroup))));
paramStage.addActor(localGroup);
a(this.u);
this.aG = false;
this.k.a(this.p);
p();
com.nianticproject.ingress.gameentity.f localf = this.r.getEntity();
ImageByBytes localImageByBytes = (ImageByBytes)localf.getComponent(ImageByBytes.class);
if (localImageByBytes != null)
{
byte[] arrayOfByte = localImageByBytes.getImageBytes();
Pixmap localPixmap = new Pixmap(arrayOfByte, 0, arrayOfByte.length);
TextureRegion localTextureRegion = new TextureRegion(new Texture(localPixmap));
localPixmap.dispose();
this.C = new aq(this, localTextureRegion);
return localTable3;
}
String str = com.nianticproject.ingress.gameentity.components.f.a(localf, "");
this.C = this.e.a(str, (int)Math.max(localTable3.getPrefWidth(), localTable3.getPrefHeight()));
if ("".equals(str))
{
this.A.setVisible(true);
return localTable3;
}
this.A.setVisible(false);
return localTable3;
}