本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.Group.addActor方法的典型用法代码示例。如果您正苦于以下问题:Java Group.addActor方法的具体用法?Java Group.addActor怎么用?Java Group.addActor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.addActor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: readAttr
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private static void readAttr(Group parentGroup, XmlReader.Element element){
if (element.getName().equals("Stage")){
XmlUtils.parseGenAttr(parentGroup,element);
if (element.getChildCount()>0){
for (int i = 0;i<element.getChildCount();i++){
readAttr(parentGroup,element.getChild(i));
}
}
}else if (element.getName().equals("Group")){
Group group = new Group();
XmlUtils.parseGenAttr(group,element);
parentGroup.addActor(group);
if (element.getChildCount()>0){
for (int i = 0;i<element.getChildCount();i++){
readAttr(group,element.getChild(i));
}
}
}else {
Actor actor = getActorByName(element.getName());
parentGroup.addActor(actor);
XmlUtils.parseGenAttr(actor,element);
XmlUtils.parseUqAttr(actor,element);
}
}
示例2: _init
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
public void _init(Drawable[] textures, int depth, Vector2[] bias) {
if (bias != null && bias.length != textures.length)
throw new IllegalArgumentException();
group = new Group();
images = new Image[textures.length];
for (int i=0; i<textures.length; i++) {
Drawable texture = textures[i];
Image image = new Image(texture);
images[i] = image;
image.setBounds(0, 0, texture.getMinWidth(), texture.getMinHeight());
if (bias != null)
image.setPosition(bias[i].x, bias[i].y, Align.center);
else
image.setPosition(0, 0, Align.center);
group.addActor(image);
}
mDepth = depth;
biases = bias;
}
示例3: createCarouselExtension
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void createCarouselExtension() {
lookup = manager.getAssetsExtension().getTexture(NameFiles.progressbarcircular);
lookup.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
groupCarousel = new Group();
arrayGroup = new Group[4];
arrayGroup[2] = addoneExtension("GAMMA SHIELD", NameFiles.imageExtensionGammaShield,9,8,5,7,23);
arrayGroup[2].setScale(0.8f);
arrayGroup[2].setPosition(Gdx.graphics.getWidth() * 0.1f, 0);
groupCarousel.addActor(arrayGroup[2]);
arrayGroup[3] = addoneExtension("SHIELD",NameFiles.imageExtensionRegularShield,7.5,8,4,6,23);
arrayGroup[3].setScale(0.8f);
arrayGroup[3].setPosition(Gdx.graphics.getWidth() * 0.1f, Gdx.graphics.getHeight() * 0.28f);
groupCarousel.addActor(arrayGroup[3]);
arrayGroup[1] = addoneExtension("AUTO TURRET", NameFiles.imageExtensionAutoTurret,9,5,7,3,8);
arrayGroup[1].setScale(0.8f);
arrayGroup[1].setPosition(Gdx.graphics.getWidth() * 0.1f, -Gdx.graphics.getHeight() * 0.1f);
groupCarousel.addActor(arrayGroup[1]);
arrayGroup[0] = addoneExtension("REMOTE TURRET", NameFiles.imageExtensionRemoteTurret, 5, 2, 8.5, 7,45);
groupCarousel.addActor(arrayGroup[0]);
groupCarousel.setVisible(false);
}
示例4: addBackgroundExtension
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void addBackgroundExtension() {
Image stobottom = new Image(new TextureRegion(manager.getAssetsExtension().getTexture(NameFiles.imageArrowBottom)));
stobottom.setSize(Gdx.graphics.getWidth() * 0.1f, Gdx.graphics.getWidth() * 0.22f);
stobottom.setPosition(Gdx.graphics.getWidth() / 2 - stobottom.getWidth() / 2, Gdx.graphics.getHeight() * 0.74f);
Image selectroomtext = new Image(new TextureRegion(manager.getAssetsExtension().getTexture(NameFiles.txtSelectExtension)));
selectroomtext.setSize(Gdx.graphics.getWidth() * 0.44f, Gdx.graphics.getHeight() * 0.12f);
selectroomtext.setPosition(Gdx.graphics.getWidth() / 2 - selectroomtext.getWidth() / 2, Gdx.graphics.getHeight() * 0.815f);
RepeatAction repeatActioan = new RepeatAction();
MoveToAction fadedown = new MoveToAction();
fadedown.setPosition(Gdx.graphics.getWidth() / 2 - stobottom.getWidth() / 2, Gdx.graphics.getHeight() * 0.71f);
fadedown.setDuration(0.5f);
MoveToAction fadeup = new MoveToAction();
fadeup.setPosition(Gdx.graphics.getWidth() / 2 - stobottom.getWidth() / 2, Gdx.graphics.getHeight() * 0.74f);
fadeup.setDuration(1f);
repeatActioan.setAction(new SequenceAction(fadedown, fadeup));
repeatActioan.setCount(RepeatAction.FOREVER);
stobottom.addAction(repeatActioan);
groupBtn = new Group();
groupBtn.addActor(stobottom);
groupBtn.addActor(selectroomtext);
}
示例5: addChangeFaction
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void addChangeFaction(){
groupChangeFaction = new Group();
Image background = new Image(new TextureRegion(manager.getAssetsSettings().getTexture(NameFiles.extensionImgBackground)));
background.setSize(Width - Width * 0.03f, Height * 0.1f);
background.setPosition(Width / 2 - background.getWidth() / 2, Height * 0.3f);
groupChangeFaction.addActor(background);
Label labelFac = new Label("Change Faction",new Label.LabelStyle(Font.getFont((int)(Height*0.025f)),Color.WHITE));
labelFac.setPosition(background.getX()+background.getWidth()*0.05f,background.getY()+background.getHeight()/2-labelFac.getHeight()/2);
labelFac.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
manager.loadAssetsChoiceFaction();
gameManager.setScreen(new ScreenCircleLoading(gameManager,new ScreenChoiceFaction(gameManager),manager.getAssetsChoiceFaction()));
}
});
groupChangeFaction.addActor(labelFac);
}
示例6: drawtopcombat
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void drawtopcombat(){
groupTop = new Group();
Texture lookup = managerAssets.getAssetsCombat().getTexture(NameFiles.progressbarcircular);
lookup.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
progressBarEnergy = ProgressBarEnergy.getInstance();
Image imageLeftprofile = new Image(new TextureRegion(managerAssets.getAssetsButton().get(NameFiles.buttonBack1)));
imageLeftprofile.setSize(Gdx.graphics.getWidth() * 0.15f, Gdx.graphics.getWidth() * 0.15f);
imageLeftprofile.setPosition(imageLeftprofile.getWidth() * 0.1f, Gdx.graphics.getHeight() - imageLeftprofile.getHeight() * 1.1f);
imageLeftprofile.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if(InformationProfile.getInstance().getDateUserGame().getEnklaveCombatId() == -1)
gameManager.setScreen(gameManager.screenEnklave);
else
dialogExit("You can't out from combat!");
}
});
groupTop.addActor(imageLeftprofile);
}
示例7: drawdefenders
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private void drawdefenders(){
defenders = new DrawDefenders();
groupBtnDefender = new Group();
Button btn1 = new Button(new ImageButton.ImageButtonStyle());
btn1.setName("btn1");
btn1.setSize(Gdx.graphics.getWidth() * 0.18f, Gdx.graphics.getWidth() * 0.2f);
btn1.setPosition(Gdx.graphics.getWidth() * 0.025f, Gdx.graphics.getHeight() / 2.3f - Gdx.graphics.getHeight() * 0.14f);
groupBtnDefender.addActor(btn1);
Button btn2 = new Button(new ImageButton.ImageButtonStyle());
btn2.setName("btn2");
btn2.setSize(Gdx.graphics.getWidth() * 0.18f, Gdx.graphics.getWidth() * 0.2f);
btn2.setPosition(Gdx.graphics.getWidth() * 0.025f, Gdx.graphics.getHeight() / 2.3f);
groupBtnDefender.addActor(btn2);
Button btn3 = new Button(new ImageButton.ImageButtonStyle());
btn3.setName("btn3");
btn3.setSize(Gdx.graphics.getWidth() * 0.18f, Gdx.graphics.getWidth() * 0.2f);
btn3.setPosition(Gdx.graphics.getWidth() * 0.025f, Gdx.graphics.getHeight() / 2.3f + Gdx.graphics.getHeight() * 0.14f);
groupBtnDefender.addActor(btn3);
}
示例8: build
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
@Override
public void build(Group group) {
pauseButtonTexture = new TextureRegionDrawable(new TextureRegion(new Texture("pause.png")));
backButtonTexture = new TextureRegionDrawable(new TextureRegion(new Texture("back.png")));
pauseButton = new VisImageButton(pauseButtonTexture);
pauseButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
((WorldSimulator)getController()).toggleOverlayMenu();
}
});
pauseButton.setWidth(widthVal.get(pauseButton));
pauseButton.setHeight(heightVal.get(pauseButton));
group.addActor(pauseButton);
}
示例9: 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10: add
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
void add(GameWindow window) {
if (windows.contains(window, true))
return;
Group parent;
if (window.getTargetParent() != null) {
if (window.getTargetParent().getStage() == null)
throw new IllegalStateException("no stage in target parent to show window!");
parent = window.getTargetParent();
} else {
if (activeStage == null)
throw new IllegalStateException("no active stage to show window!");
parent = activeStage.getRoot();
}
windows.add(window);
parent.addActor(window);
}
示例11: createListener
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
private ClickListener createListener(final Group group, final Image selection, final LocLabel label, final CreatureEffect effect, final Creature creature) {
return new ClickListener() {
@Override public void clicked(InputEvent event, float x, float y) {
group.addActor(selection);
final int turnCount = effect.getTurnCount();
if (turnCount > 1000) {
//forever effect
label.setKey("ui-creature-info-window-forever-effect-description");
label.setParams(Thesaurus.params()
.with("desc", effect.locDescKey())
.with("die", creature.description.nameLocKey())
);
} else {
label.setKey("ui-creature-info-window-effect-description");
label.setParams(Thesaurus.params()
.with("desc", effect.locDescKey())
.with("turn-count", String.valueOf(turnCount))
.with("die", creature.description.nameLocKey())
);
}
}
};
}
示例12: AbstractMenuScreen
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
public <E extends Enum<?>> AbstractMenuScreen(Class<E> menuEnumClass, BitmapFont pFont, Class<?> selectorClass) {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
font = pFont != null ? pFont : new BitmapFont();
font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
font.setColor(0, 0, 0, 1);
selectorHeight = font.getCapHeight();
initItemsPositions(menuEnumClass);
generateSelector(selectorClass);
foregroundGroup= new Group();
backgroundGroup = new Group();
addBackgroundElements();
foregroundGroup.addActor(selector);
stage.addActor(backgroundGroup);
stage.addActor(foregroundGroup);
}
示例13: Board
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
/**
* Holds board information
*
* @param width
* Column number of the board
* @param height
* Row number of the board
* @param fg
* Reference to foreground
* @param camera
* Camera of the stage
*/
public Board(int width, int height, Group fg, Camera camera)
{
this.boardCols = width;
this.boardRows = height;
setOrigin(1, 1);
/* Add range group to fg first */
rangeGroup = new Group();
fg.addActor(rangeGroup);
/* Add block group to fg */
blockGroup = new Group();
fg.addActor(blockGroup);
loadMap(camera, "t1.tmx");
createBoard();
blockPools = new BlockPools(this);
neighbours = new Array<Tile>();
turn = Turn.FIRE;
}
示例14: create
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
@Override
protected Actor create(Skin skin, StageLayoutListener listener) {
Group group = (Group)super.create(skin, listener);
for(int i=0; i<actors.size; i++){
ActorLayout layout = actors.get(i);
group.addActor(layout.create(skin, listener));
}
if(sizeToActor != null){
Actor actor = group.findActor(sizeToActor);
if(actor != null){
group.setWidth(actor.getWidth());
group.setHeight(actor.getHeight());
}
}
else {
if(layout.width > 0)
group.setWidth(layout.width);
if(layout.height > 0)
group.setHeight(layout.height);
}
return group;
}
示例15: initBackground
import com.badlogic.gdx.scenes.scene2d.Group; //导入方法依赖的package包/类
/**
* initBackground.
*/
private void initBackground() {
backgroundGraphics = new Group();
TextureRegion tree = AssetManager.getTextureRegion("appleRun", "tree");
TextureRegion ground = AssetManager.getTextureRegion("appleRun", "ground");
Image treeImage = new Image(tree);
treeImage.setY(144);
timeBar = new TimeBar();
timeBar.setX(32);
timeBar.setY(32);
backgroundGraphics.addActor(treeImage);
backgroundGraphics.addActor(new Image(ground));
backgroundGraphics.addActor(timeBar);
}