本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Button.setPosition方法的典型用法代码示例。如果您正苦于以下问题:Java Button.setPosition方法的具体用法?Java Button.setPosition怎么用?Java Button.setPosition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.ui.Button
的用法示例。
在下文中一共展示了Button.setPosition方法的12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: drawdefenders
import com.badlogic.gdx.scenes.scene2d.ui.Button; //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2: drawAttachers
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
private void drawAttachers(){
attachers = new DrawAttachers();
Button btn1 = new Button(new ImageButton.ImageButtonStyle());
btn1.setName("btn4");
btn1.setSize(Gdx.graphics.getWidth() * 0.18f, Gdx.graphics.getWidth() * 0.2f);
btn1.setPosition(Gdx.graphics.getWidth() - btn1.getWidth() * 1.13f, Gdx.graphics.getHeight() / 2.3f - Gdx.graphics.getHeight() * 0.14f);
groupBtnDefender.addActor(btn1);
Button btn2 = new Button(new ImageButton.ImageButtonStyle());
btn2.setName("btn5");
btn2.setSize(Gdx.graphics.getWidth() * 0.18f, Gdx.graphics.getWidth() * 0.2f);
btn2.setPosition(Gdx.graphics.getWidth() - btn2.getWidth() * 1.13f, Gdx.graphics.getHeight() / 2.3f);
groupBtnDefender.addActor(btn2);
Button btn3 = new Button(new ImageButton.ImageButtonStyle());
btn3.setName("btn6");
btn3.setSize(Gdx.graphics.getWidth() * 0.18f, Gdx.graphics.getWidth() * 0.2f);
btn3.setPosition(Gdx.graphics.getWidth() - btn3.getWidth() * 1.13f, Gdx.graphics.getHeight() / 2.3f + Gdx.graphics.getHeight() * 0.14f);
groupBtnDefender.addActor(btn3);
}
示例3: createMobileMoveButton
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
private void createMobileMoveButton() {
float screenWidth = Gdx.graphics.getWidth();
float screenHeight = Gdx.graphics.getHeight();
moveButton = new Button(skin);
moveButton.getStyle().down = new TextureRegionDrawable(AssetManager.getInstance().getTextureRegion("default")).tint(MOBILE_BUTTON_DOWN_COLOR);
moveButton.getStyle().up = new TextureRegionDrawable(AssetManager.getInstance().getTextureRegion("default")).tint(MOBILE_BUTTON_UP_COLOR);
moveButton.setSize(screenWidth * 0.35f, screenHeight * 0.2f);
moveButton.setPosition(screenWidth / 32, screenHeight / 32f);
moveButton.addListener(new com.badlogic.gdx.scenes.scene2d.InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
boolean isTutorial = DAO.getInstance().getBoolean(DAO.IS_NEW_KEY, true);
if (Globals.getGameState() == Game.State.WAIT_FOR_INPUT) {
Globals.setGameState(Game.State.RUNNING);
}
if (Globals.getGameState() == Game.State.RUNNING) {
movePointer = pointer;
}
return true;
}
});
stage.addActor(moveButton);
}
示例4: HexaFrameBottom
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
public HexaFrameBottom(Skin hudSkin) {
super();
this.hudSkin = hudSkin;
hexaFrameImage = new Image(hudSkin.getRegion(HEXA_FRAME_NAME));
setWidth(hexaFrameImage.getWidth());
setHeight(hexaFrameImage.getHeight());
frameHiddenButton = new Button(hudSkin, "frame_bottom_hidden");
frameHiddenButton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
hide(false);
}
});
frameHiddenButton.setPosition(0, 0);
frameVisibleGroup.addActor(hexaFrameImage);
addActor(frameVisibleGroup);
addActor(frameHiddenButton);
}
示例5: InspectButton
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
public InspectButton(Stage stage) {
Button button = new Button(Drawables.texture("ui/inspectButtonUp"), Drawables.texture("ui/inspectButtonDown"));
stage.addActor(button);
button.setPosition(Config.viewWidth - 68, 20);
button.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
super.clicked(event, x, y);
onInteractPressed();
}
});
}
示例6: MainMenuButton
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
public MainMenuButton(Stage stage) {
Button button = new Button(Drawables.texture("ui/menuButtonUp"), Drawables.texture("ui/menuButtonDown"));
stage.addActor(button);
button.setPosition(Config.viewWidth - 40, Config.viewHeight - 40);
button.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
super.clicked(event, x, y);
onMenuPressed();
}
});
}
示例7: getMusic
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
public Button getMusic(){
//Music Button
music = new Button(assets.miscS.getDrawable("music"), assets.miscS.getDrawable("musicOff"),assets.miscS.getDrawable("musicOff"));
music.setHeight(Gdx.graphics.getHeight() / 17);
music.setWidth(Gdx.graphics.getWidth() / 13);
music.setPosition(Gdx.graphics.getWidth() - music.getWidth(), Gdx.graphics.getHeight() - music.getHeight());
return music;
}
示例8: getSound
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
public Button getSound(){
//Sound Button
sound = new Button(assets.miscS.getDrawable("sound"), assets.miscS.getDrawable("soundOff"),assets.miscS.getDrawable("soundOff"));
sound.setHeight(Gdx.graphics.getHeight() / 17);
sound.setWidth(Gdx.graphics.getWidth() / 13);
sound.setPosition(Gdx.graphics.getWidth()-music.getWidth()-sound.getWidth()*5/4, Gdx.graphics.getHeight()-sound.getHeight());
return sound;
}
示例9: show
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
@Override
public void show() {
// Music
bgMusic = Gdx.audio.newMusic(Gdx.files.internal("mainmenu/new/bgmusic.mp3"));
bgMusic.play();
bgMusic.setLooping(true);
stage = new Stage(new ScreenViewport());
Gdx.input.setInputProcessor(stage);
// Play button
Image up = new Image(new Texture("mainmenu/new/playbutton1.png"));
Image down = new Image(new Texture("mainmenu/new/playbutton2.png"));
Button playbutton = new Button(up.getDrawable(), down.getDrawable());
playbutton.setPosition(Gdx.graphics.getWidth() / 2 - playbutton.getWidth() / 2, 300);
playbutton.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
Noeron.changeScreen(new Game(World.generateWorld(new Random().nextLong())));
}
});
// Header
Image header = new Image(new Texture("mainmenu/noeron.png"));
header.setPosition(Gdx.graphics.getWidth() / 2 - header.getWidth() / 2, 550);
// Background
Image bg = new Image(new Texture("mainmenu/new/bg.png"));
stage.addActor(bg);
stage.addActor(header);
stage.addActor(playbutton);
Gdx.app.debug("Main Menu", "Finished setting up Scene2D.");
}
示例10: create
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
@Override
public void create () {
Gdx.app.setLogLevel(Application.LOG_DEBUG);
//Configurar cámara de libGDX
camera = new ARCamera(67,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
camera.position.set(0f,0f,1f);
camera.lookAt(0,0,0);
camera.near = 0;
camera.far = 1000f;
camera.update();
/*
* CARGAR RECURSOS
* LOAD ASSETS
*/
manager = new AssetManager();
manager.load("splash.png", Texture.class);
manager.load("cam_button_down.png", Texture.class);
manager.load("cam_button_up.png", Texture.class);
manager.finishLoading(); //Esperar hasta que carge la imagen de splash - Wait until splash image load
/* Añade los modelos para ser cargados.
* Note que los modelos no se cargan inmediatamente, se cargan utilizando manager.update() en el metodo render
* Add the models for loading.
* Note that models are not loaded inmediately, they load using manager.update() on render method
*/
manager.load("wolf.g3db",Model.class);
manager.load("koko.g3db",Model.class);
manager.load("watercraft.g3db",Model.class);
manager.load("landscape.g3db",Model.class);
// manager.load("houses.g3db",Model.class);
batch_3d = new ModelBatch();
//Adding lights
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
//2D
stage = new Stage(new ScreenViewport());
splash_img = new Image(manager.get("splash.png",Texture.class));
/* Create a button to open the camera preferences activity. First we define what images will be rendered when up and down
* Crear un botón para abrir la actividad de preferencias de camara. Primero definimos que imagenes mostrar cuando esta arriba y abajo
*/
Button.ButtonStyle buttonStyle = new Button.ButtonStyle();
buttonStyle.up = new Image(manager.get("cam_button_up.png",Texture.class)).getDrawable();
buttonStyle.down = new Image(manager.get("cam_button_down.png",Texture.class)).getDrawable();
cameraPrefsButton = new Button(buttonStyle);
//Damos una posicion en la parte superior derecha de la pantalla
cameraPrefsButton.setPosition(stage.getWidth() - 20 - cameraPrefsButton.getHeight(),stage.getHeight() - 20 - cameraPrefsButton.getHeight());
/* Recognize when button is clicked and open camera preferences using arToolKitMangaer
* Reconoce cuando el botón se ha presionado y abre preferencias de cámara
*/
cameraPrefsButton.addListener(new ClickListener(){
public void clicked (InputEvent event, float x, float y) {
arToolKitManager.openCameraPreferences();
}
});
/* Let's add the splash image to the stage to be rendered while assets load on background
* Note we didn't add the button to stage, it will be added once the assets are done loading
* Añadamos la imagen de presentación (splash) para que se muestre mientras los recursos cargan en segundo plano
* Note que no añadimos el boton al stage, eso se hará una vez los recursos hayan sido cargados
*/
stage.addActor(splash_img);
/*
* Finalmente como tenemos un boton que se puede presionar, debemos hacer que el stage reciba entradas
* Finally as we have a button to be pressed, we need to make stage to receive inputs
*/
Gdx.input.setInputProcessor(stage);
}
示例11: generateGameButtons
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
public void generateGameButtons(){
//Game Buttons
up = new TextButton("",assets.up);
down = new TextButton("",assets.down);
left = new TextButton("",assets.left);
right = new TextButton("",assets.right);
a = new TextButton("",assets.a);
left.setWidth(Gdx.graphics.getWidth() / 7);
left.setHeight(Gdx.graphics.getHeight() / 7);
a.setWidth(Gdx.graphics.getWidth() / 7);
a.setHeight(Gdx.graphics.getHeight() / 7);
up.setWidth(Gdx.graphics.getWidth() / 7);
up.setHeight(Gdx.graphics.getHeight() / 6);
up.setPosition(left.getWidth() / 2 + a.getWidth() / 6, up.getHeight() + up.getHeight() / 2 + a.getHeight() / 6);
right.setWidth(Gdx.graphics.getWidth() / 8);
right.setHeight(Gdx.graphics.getHeight() / 7);
right.setPosition(a.getWidth() + a.getWidth() / 4 + a.getHeight() / 6 + a.getWidth() / 6, left.getHeight() - left.getHeight() / 4 + a.getWidth() / 10);
left.setPosition(-20, left.getHeight() - left.getHeight() / 4 + a.getWidth() / 9);
down.setWidth(Gdx.graphics.getWidth() / 7);
down.setHeight(Gdx.graphics.getHeight() / 6);
down.setPosition(left.getWidth() / 2 + a.getWidth() / 6, 0 - down.getHeight() / 8);
rx = new TextButton("",assets.rx);
ry = new TextButton("",assets.ry);
rz = new TextButton("",assets.rz);
rz.setWidth(Gdx.graphics.getWidth() / 7);
rz.setHeight(Gdx.graphics.getHeight() / 7 + 2f);
rz.setPosition(Gdx.graphics.getWidth() - rz.getWidth() + 2f, 0 + rz.getHeight() / 2+10f);
ry.setHeight(Gdx.graphics.getHeight() / 7 + 2f);
ry.setWidth(Gdx.graphics.getWidth() / 7);
ry.setPosition(Gdx.graphics.getWidth() - rz.getWidth() - ry.getWidth() + 2f, 0 + ry.getHeight() / 2+10f);
rx.setHeight(Gdx.graphics.getHeight() / 7 + 2f);
rx.setWidth(Gdx.graphics.getWidth() / 7);
rx.setPosition(Gdx.graphics.getWidth() - rz.getWidth() - ry.getWidth() - rx.getWidth(), 0 + ry.getHeight() / 2+10f);
play = new Button(assets.miscS.getDrawable("pause"),assets.miscS.getDrawable("play"),assets.miscS.getDrawable("play"));
play.setHeight(Gdx.graphics.getHeight() / 8);
play.setWidth(Gdx.graphics.getWidth() / 8);
play.setPosition(0, Gdx.graphics.getHeight() - play.getHeight());
clock = new Button(assets.other.getDrawable("c"), assets.other.getDrawable("cc"), assets.other.getDrawable("cc"));
clock.setWidth(Gdx.graphics.getWidth() / 8);
clock.setHeight(Gdx.graphics.getHeight() / 8);
clock.setPosition(Gdx.graphics.getWidth() - rz.getWidth() - ry.getWidth(), rz.getHeight() + rz.getHeight() / 2);
a.setPosition(Gdx.graphics.getWidth() - rz.getWidth() - ry.getWidth(), -10);
cameraB = new TextButton("camera",assets.smallStyle);
cameraB.setHeight(Gdx.graphics.getWidth() / 4);
cameraB.setWidth(Gdx.graphics.getWidth() / 3);
cameraB.setPosition(-40, Gdx.graphics.getHeight() - 2 * play.getHeight() - cameraB.getHeight() / 2 - play.getHeight());
quit = new TextButton("QUIT",assets.smallStyle);
quit.setWidth(Gdx.graphics.getWidth() / 4);
quit.setHeight(Gdx.graphics.getWidth() / 4);
quit.setPosition(Gdx.graphics.getWidth()/2+quit.getWidth()/2,Gdx.graphics.getHeight() - play.getHeight()*3);
}
示例12: initialize
import com.badlogic.gdx.scenes.scene2d.ui.Button; //导入方法依赖的package包/类
@Override
protected void initialize() {
fontTexture = new Texture(
Gdx.files.internal("fonts/ConsolaMono-Bold.png"));
fontTexture.setFilter(TextureFilter.Linear,
TextureFilter.MipMapLinearLinear);
TextureRegion fontRegion = new TextureRegion(fontTexture);
// font = new BitmapFont(Gdx.files.internal("fonts/ConsolaMono-Bold.fnt"),
// fontRegion, false);
font = FontManager.getFontHalf();
scoreFont = new BitmapFont(Gdx.files.internal("fonts/ConsolaMono-Bold.fnt"),
fontRegion, false);
pixel = SpriteManager.getSprite("pixel");
pauseButtonAtlas = SpriteManager.getSprite("pause");
pauseButtonPressedAtlas = SpriteManager.getSprite("pause-pressed");
menuButtonAtlas = SpriteManager.getSprite("pause-menu-button");
menuButtonPressedAtlas = SpriteManager.getSprite("pause-menu-button-pressed");
stage.setViewport(Constants.FRAME_WIDTH, Constants.FRAME_HEIGHT, true);
TextButtonStyle style = new TextButtonStyle();
style.up = new TextureRegionDrawable(pauseButtonAtlas);
style.down = new TextureRegionDrawable(pauseButtonPressedAtlas);
style.font = font;
style.fontColor = new Color(1, 0, 0, 1);
pauseButton = new Button(style);
pauseButton.setSize(30, 30);
pauseButton.setPosition(15, 10);
pauseButton.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
gameController.pause();
return true;
}
});
stage.addActor(pauseButton);
totalScoreLabelStyle = new LabelStyle();
totalScoreGroup = new Group();
font.setScale(0.5f);
totalScoreLabelStyle.font = font;
totalScore = new Label("Score: 0", totalScoreLabelStyle);
totalScore.setScale(0.1f);
totalScore.setPosition(totalScoreX, totalScoreY);
totalScoreGroup.addActor(totalScore);
stage.addActor(totalScoreGroup);
scoreLabelStyle = new LabelStyle();
scoreLabelStyle.font = scoreFont;
scoreGroup = new Group();
score = new Label("", scoreLabelStyle);
score.setPosition(scoreX, scoreY);
scoreGroup.addActor(score);
stage.addActor(scoreGroup);
stage.addActor(new EnergyBarActor());
animationAction = new MoveToAction();
animationAction.setPosition(totalScoreX, totalScoreY + 50);
animationAction.setDuration(0.5f);
currentScoreState = TextState.HIDDEN;
pauseMenu = new PauseMenu();
stage.addActor(pauseMenu);
pauseMenu.setVisible(false);
gameOverMenu = new GameOverMenu();
stage.addActor(gameOverMenu);
gameOverMenu.setVisible(false);
}