本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.actions.SequenceAction.addAction方法的典型用法代码示例。如果您正苦于以下问题:Java SequenceAction.addAction方法的具体用法?Java SequenceAction.addAction怎么用?Java SequenceAction.addAction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.scenes.scene2d.actions.SequenceAction
的用法示例。
在下文中一共展示了SequenceAction.addAction方法的14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: setUpSkinImages
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
public void setUpSkinImages() {
skinImage = new Image(skins.get(position).getTextureRegion());
skinImageRotation = new Image(skins.get(position).getTextureRegion());
skinImage.setSize(3f, 3f);
skinImage.setOrigin(skinImage.getWidth() / 2, skinImage.getHeight() / 2);
skinImage.setPosition(Constants.WIDTH / 3 - skinImage.getWidth() / 2, Constants.HEIGHT / 2);
skinImageRotation.setSize(3f, 3f);
skinImageRotation.setOrigin(skinImageRotation.getWidth() / 2, skinImageRotation.getHeight() / 2);
skinImageRotation.setPosition(Constants.WIDTH * 2 / 3 - skinImageRotation.getWidth() / 2, Constants.HEIGHT / 2);
SequenceAction rotateAction = new SequenceAction();
rotateAction.addAction(Actions.rotateBy(360, 0.5f, Interpolation.linear));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(rotateAction);
skinImageRotation.addAction(infiniteLoop);
stage.addActor(skinImageRotation);
stage.addActor(skinImage);
}
示例2: zoomCard
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
@Override
public void zoomCard(final CardViewSmall cardView) {
if (this.cardZoomedIn) {
return;
}
final CardViewSmall cardViewCopy = new CardViewSmall(this.context, cardView.cardInfo, this, true);
cardViewCopy.getActor().setPosition(Gdx.graphics.getWidth()/2.7f, Gdx.graphics.getHeight()/30);
this.context.getStage().addActor(cardViewCopy.getActor());
this.initialCardViewWidth = cardView.getActor().getWidth();
this.initialCardViewHeight = cardView.getActor().getHeight();
SequenceAction sequence = new SequenceAction();
Runnable adjustForZoom = new Runnable() {
@Override
public void run() {
cardViewCopy.zoom();
}
};
sequence.addAction(Actions.sizeTo(Gdx.graphics.getWidth()/4, Gdx.graphics.getHeight()*0.9f, 0.2f));
sequence.addAction(Actions.run(adjustForZoom));
cardViewCopy.getActor().addAction(sequence);
this.cardZoomedIn = true;
}
示例3: zoomCard
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
@Override
public void zoomCard(final CardViewSmall cardView) {
if (this.cardZoomedIn) {
return;
}
final CardViewSmall cardViewCopy = new CardViewSmall(this.context, cardView.cardInfo, this, true);
cardViewCopy.setTargetable(TargetStatus.TARGETABLE, this);
cardViewCopy.getActor().setPosition(this.screenWidth/2.7f, this.screenHeight/30);
this.game.stage.addActor(cardViewCopy.getActor());
this.initialCardViewWidth = cardView.getActor().getWidth();
this.initialCardViewHeight = cardView.getActor().getHeight();
SequenceAction sequence = new SequenceAction();
Runnable adjustForZoom = new Runnable() {
@Override
public void run() {
cardViewCopy.zoom();
}
};
sequence.addAction(Actions.sizeTo(this.screenWidth/4, this.screenHeight*0.9f, 0.2f));
sequence.addAction(Actions.run(adjustForZoom));
cardViewCopy.getActor().addAction(sequence);
this.cardZoomedIn = true;
}
示例4: createActions
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
private void createActions() {
SequenceAction troopSequence = new SequenceAction();
SequenceAction labelSequence = new SequenceAction();
Vector2 centered = centered(path.get(0));
setPosition(centered.x, centered.y);
label.setPosition(centered.x, centered.y);
for (int i = 0; i < path.getCount() - 1; i++) {
Tile next = path.get(i + 1);
centered = centered(next);
troopSequence.addAction(Actions.rotateTo(angleToNext(i)));
troopSequence.addAction(Actions.moveTo(centered.x, centered.y, speed(path.get(i), next), Interpolation.linear));
labelSequence.addAction(Actions.moveTo(centered.x, centered.y, speed(path.get(i), next), Interpolation.linear));
}
troopSequence.addAction(Actions.run(() -> {
Tile last = path.get(path.getCount() - 1);
if (last.getOwner() == path.get(0).getOwner()) {
last.adjustTroops(troops);
Match.client.send(last);
} else {
new Battle(last, path.get(path.getCount() - 2), this);
}
}));
troopSequence.addAction(Actions.removeActor());
labelSequence.addAction(Actions.removeActor());
addAction(troopSequence);
label.addAction(labelSequence);
}
示例5: spinnerRotateAction
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
private void spinnerRotateAction() {
SequenceAction rotateAction = new SequenceAction();
rotateAction.addAction(Actions.rotateBy(360, 0.5f, Interpolation.linear));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(rotateAction);
this.addAction(infiniteLoop);
}
示例6: setOnStateImageAction
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
public RepeatAction setOnStateImageAction(float duration) {
SequenceAction sequenceAction = new SequenceAction();
sequenceAction.addAction(Actions.scaleTo(1.3f, 1.3f, duration));
sequenceAction.addAction(Actions.scaleTo(1f, 1f, duration));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(sequenceAction);
return infiniteLoop;
}
示例7: getAlphaAction
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
private Action getAlphaAction() {
SequenceAction sa = Actions.sequence();
sa.addAction(Actions.delay(1f));
sa.addAction(Actions.alpha(1f, 4f));
sa.addAction(Actions.delay(4f));
sa.addAction(Actions.alpha(0f, 2f));
sa.addAction(Actions.delay(1f));
return sa;
}
示例8: getVolumeAction
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
private Action getVolumeAction(Music music) {
SequenceAction sa = Actions.sequence();
sa.addAction(Actions.delay(1f));
sa.addAction(new MusicVolumeAction(music, .7f, 4f));
sa.addAction(Actions.delay(4f));
sa.addAction(new MusicVolumeAction(music, 0f, 2f));
sa.addAction(Actions.delay(1f));
if (onDone != null) {
sa.addAction(Actions.run(onDone));
}
return sa;
}
示例9: switchScreen
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
public void switchScreen(final Game game, final Screen newScreen, Stage stage){
stage.getRoot().getColor().a = 1;
SequenceAction sequenceAction = new SequenceAction();
sequenceAction.addAction(fadeOut(0.5f));
sequenceAction.addAction(run(new Runnable() {
@Override
public void run() {
game.setScreen(newScreen);
}
}));
stage.getRoot().addAction(sequenceAction);
}
示例10: Tutorial
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
public Tutorial(Rectangle bounds, String assetsId, String text) {
this.bounds = bounds;
this.text = text;
textureRegion = AssetsManager.getTextureRegion(assetsId);
SequenceAction sequenceAction = new SequenceAction();
sequenceAction.addAction(Actions.delay(4f));
sequenceAction.addAction(Actions.removeActor());
addAction(sequenceAction);
font = AssetsManager.getSmallestFont();
setWidth(bounds.width);
setHeight(bounds.height);
}
示例11: hide
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
@Override
public void hide(Runnable runnable) {
colorPicker.setUpPickedColor();
SequenceAction hideAction = getHideAction(runnable);
hideAction.addAction(Actions.run(colorPicker.getReleaseResources()));
addAction(hideAction);
}
示例12: getHideAction
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
protected SequenceAction getHideAction(Runnable runnable) {
SequenceAction preHide = Actions.sequence();
for (Runnable r : hideRunnables) {
preHide.addAction(Actions.run(r));
}
SequenceAction hide = Actions.sequence(Actions.parallel(Actions
.fadeOut(FADE, Interpolation.fade), Actions.moveBy(0f,
getHeight() * HIDE_OFFSET, FADE, Interpolation.exp5Out)));
if (runnable != null) {
hide.addAction(Actions.run(runnable));
}
preHide.addAction(hide);
return preHide;
}
示例13: changeGameState
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
public void changeGameState(GameState state) {
switch (state) {
case RESUME:
this.state = GameState.RESUME;
onPause.setVisible(false);
onResume.setVisible(true);
pauseButton.setVisible(true);
break;
case RUN:
onResume.setVisible(false);
this.state = GameState.RUN;
isFirstClick = false;
break;
case PAUSE:
this.state = GameState.PAUSE;
onPause.setVisible(true);
onResume.setVisible(false);
break;
case FINISH:
audioManager.playSound(audioManager.getGameoverSound());
onFinish.setVisible(true);
pauseButton.setVisible(false);
playButton.setVisible(true);
if (!isRelife) {
videoButton.setVisible(true);
bonusLabel.setVisible(true);
}
homeButton.setVisible(true);
moneyLabel.setText(" " + SCORE);
moneyLabel.setVisible(true);
moneyImage.setVisible(true);
moneyImage.setX(moneyLabel.getX() + moneyLabel.getText().length + 0.7f);
moneyImage.addAction(Actions.rotateBy(22.5f));
SequenceAction sequenceAction = new SequenceAction();
sequenceAction.addAction(Actions.rotateBy(-45, 0.4f, Interpolation.linear));
sequenceAction.addAction(Actions.rotateBy(45, 0.4f, Interpolation.linear));
RepeatAction infiniteLoop = new RepeatAction();
infiniteLoop.setCount(RepeatAction.FOREVER);
infiniteLoop.setAction(sequenceAction);
moneyImage.addAction(infiniteLoop);
if (SCORE > preferences.getMaxScore()) {
scoreLabel.setText(" New record! \n" + "Score:" + SCORE);
} else {
scoreLabel.setText("Score:" + SCORE + '\n' + "Best:" + preferences.getMaxScore());
}
FlappySpinner.gameManager.submitScore(SCORE);
preferences.setMaxScore(SCORE);
scoreLabel.addAction(Actions.moveTo(Constants.WIDTH / 3 - 1 + scoreLabel.getWidth() / 2, onFinish.getY() + onFinish.getHeight() * 1.3f + 0.1f, 0.6f, Interpolation.linear));
preferences.setUserMoney(preferences.getUserMoney() + SCORE);
break;
}
}
示例14: moveWall
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction; //导入方法依赖的package包/类
private void moveWall(TmxMap tileMap, TmxCell collidingCell, Stage stage, WallBlock specialWallBlock) {
AbstractBlock wallBlock = new WallBlock(collidingCell.getX(), collidingCell.getY(),collidingCell.getCell().getTile().getId(), tileMap.getWorldType());
tileMap.getBlocks().add(wallBlock);
stage.addActor(wallBlock);
float yWallBlock = wallBlock.getY();
ChangeCellValueAction changeCellValueAction = new ChangeCellValueAction(tileMap, collidingCell.getX(), collidingCell.getY(), TileIdConstants.INVISIBLE_BLOCK);
Action moveUpAction1 = ActionFacade.createMoveAction(wallBlock.getX(), yWallBlock + 0.1f, 0f);
Action moveUpAction2 = ActionFacade.createMoveAction(wallBlock.getX(), yWallBlock + 0.4f, 0.08f);
Action moveDownAction = ActionFacade.createMoveAction(wallBlock.getX(), yWallBlock, 0.08f);
int replacingTileValue = wallBlock.getTileId();
if (specialWallBlock!=null) {
if (specialWallBlock.getItemEnum()==ItemEnum.COINS_10 && specialWallBlock.getCoins() > 0 ) {
GameManager.getGameManager().addCoin();
specialWallBlock.removeCoin();
AbstractSfxSprite sprite = new EjectedCoin(specialWallBlock.getX(), specialWallBlock.getY()+1);
tileMap.getSfxSprites().add(sprite);
stage.addActor(sprite);
sprite.addAppearAction();
if (specialWallBlock.getCoins()==0) {
replacingTileValue = specialWallBlock.getReplacingTileValue();
}
SoundManager.getSoundManager().playSound(SoundManager.SOUND_COIN);
} else {
super.addItemFromBlock(tileMap, stage, specialWallBlock);
replacingTileValue = specialWallBlock.getReplacingTileValue();
}
}
ChangeCellValueAction changeCellValueAction2 = new ChangeCellValueAction(tileMap, collidingCell.getX(), collidingCell.getY(), replacingTileValue);
DeleteBlocSpriteAction deleteWallAction = new DeleteBlocSpriteAction(wallBlock);
SequenceAction sequenceAction = new SequenceAction(moveUpAction1, changeCellValueAction, moveUpAction2, moveDownAction);
sequenceAction.addAction(changeCellValueAction2);
sequenceAction.addAction(moveUpAction1);
sequenceAction.addAction(deleteWallAction);
wallBlock.addAction(sequenceAction);
SoundManager.getSoundManager().playSound(SoundManager.SOUND_BUMP);
}