本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Image.setSize方法的典型用法代码示例。如果您正苦于以下问题:Java Image.setSize方法的具体用法?Java Image.setSize怎么用?Java Image.setSize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.Image
的用法示例。
在下文中一共展示了Image.setSize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: setUpMoneyLabel
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
public void setUpMoneyLabel() {
moneyImage = new Image(AssetsManager.getTextureRegion(Constants.COIN_NAME));
moneyImage.setSize(2.5f, 2.5f);
moneyImage.setPosition(Constants.WIDTH * 2 / 3 + 0.5f, onFinish.getY() + onFinish.getHeight() * 1.3f + moneyImage.getHeight() / 5.5f);
moneyImage.setOrigin(moneyImage.getWidth() / 2, moneyImage.getHeight() / 2);
moneyImage.setVisible(false);
stage.addActor(moneyImage);
Label.LabelStyle labelStyle = new Label.LabelStyle();
labelStyle.font = AssetsManager.getMediumFont();
moneyLabel = new Label(" " + 0, labelStyle);
moneyLabel.setFontScale(0.065f);
moneyLabel.setSize(moneyLabel.getWidth() * moneyLabel.getFontScaleX(), moneyLabel.getHeight() * moneyLabel.getFontScaleY());
moneyLabel.setPosition(moneyImage.getX() - moneyLabel.getWidth(), moneyImage.getY());
moneyLabel.setVisible(false);
stage.addActor(moneyLabel);
}
示例2: StageLoad
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
/**
* Loading stage
* @param doLoad should resources be loaded? It acts as a splash screen otherwise.
*/
public StageLoad(boolean doLoad) {
this.doLoad = doLoad;
// Create icon
icon = new Image(new Texture("image/icon-512.png"));
int size = Gdx.graphics.getHeight();
if (Gdx.graphics.getHeight() > Gdx.graphics.getWidth())
size = Gdx.graphics.getWidth();
icon.setSize(size, size);
icon.setPosition(Gdx.graphics.getWidth() / 2 - size / 2,
Gdx.graphics.getHeight() / 2 - icon.getHeight() / 2);
addActor(icon);
// Loading Text
Label.LabelStyle loadingStyle = new Label.LabelStyle();
loadingStyle.font = new BitmapFont(Gdx.files.internal("font/collvetica.fnt"));
loadingStyle.font.getData().setScale(Gdx.graphics.getHeight() * 2 / 720);
loading = new Label("DRC Sim", loadingStyle);
loading.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight() * .2f);
loading.setAlignment(Align.center);
addActor(loading);
}
示例3: addBackgroundExtension
import com.badlogic.gdx.scenes.scene2d.ui.Image; //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4: addChangeFaction
import com.badlogic.gdx.scenes.scene2d.ui.Image; //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5: addTestCombat
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
private void addTestCombat(){
groupTestCombat = 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 * 0.15f);
groupChangeFaction.addActor(background);
Label labelFac = new Label("Combat Training",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.loadAssetsEnklaveScreen();
new GetEnklaveDetails().makeRequest(16066, manager);
gameManager.screenEnklave.setEnklave3D(new Vector2(0,0));
gameManager.setScreen(new ScreenCircleLoading(gameManager,gameManager.screenEnklave,manager.getAssertEnklaveScreen()));;
}
});
groupChangeFaction.addActor(labelFac);
}
示例6: drawtopcombat
import com.badlogic.gdx.scenes.scene2d.ui.Image; //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: setUpSkinImages
import com.badlogic.gdx.scenes.scene2d.ui.Image; //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8: createInfoLabel
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
private void createInfoLabel() {
infoBackground = new Image();
TextureRegionDrawable image =
new TextureRegionDrawable(AssetManager.getInstance().getTextureRegion("default"));
infoBackground.setDrawable(image.tint(new Color(0, 0, 0, 0.6f)));
infoBackground.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getWidth() / 20);
stage.addActor(infoBackground);
infoLabel = new Label("", skin);
FreeTypeFontParameter fontParameter = new FreeTypeFontParameter();
fontParameter.size = Gdx.graphics.getWidth() / 30;
LabelStyle style = new LabelStyle();
style.font = fontGenerator.generateFont(fontParameter);
style.fontColor = Color.WHITE;
infoLabel.setStyle(style);
infoLabel.setWidth(Gdx.graphics.getWidth());
stage.addActor(infoLabel);
}
示例9: createProgressCard
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
/** Placeholder method for creating progress cards */
Image createProgressCard(ProgressCardType type, float onBoardWidth, float onBoardHeight) {
// PlaceHolder image
// TODO: make this connect to a progress card atlas
Image progressCardImage = new Image(aSeaTextureSolid);
// Scale down the image to on board size
progressCardImage.setSize(onBoardWidth, onBoardHeight);
return progressCardImage;
}
示例10: createKnightPosition
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
/**
* Create an image used to highlight valid positions for a knight.
*
* @param localPlayer the local player, always
*/
public Image createKnightPosition(Player localPlayer) {
Image knightPos = new Image(knightBg);
// The highlighted position should be a bit transparent
float alpha = 0.75f;
// It should also take the color of the local player
switch (localPlayer.getColor()) {
case WHITE:
knightPos.setColor(Color.WHITE.r, Color.WHITE.g, Color.WHITE.b, alpha);
break;
case BLUE:
knightPos.setColor(Color.BLUE.r, Color.BLUE.g, Color.BLUE.b, alpha);
break;
case RED:
knightPos.setColor(Color.RED.r, Color.RED.g, Color.RED.b, alpha);
break;
case ORANGE:
knightPos.setColor(Color.ORANGE.r, Color.ORANGE.g, Color.ORANGE.b, alpha);
break;
case YELLOW:
knightPos.setColor(Color.YELLOW.r, Color.YELLOW.g, Color.YELLOW.b, alpha);
break;
}
// Scale down the image
final float knightScale = 1 / 8f;
knightPos.setSize(knightScale * knightPos.getWidth(), knightScale * knightPos.getHeight());
// Place the origin in the center of the image to make it easier to draw
knightPos.setOrigin(knightPos.getWidth() / 2f, knightPos.getHeight() / 2f);
return knightPos;
}
示例11: createCityWall
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
/** Create a city wall image with the provided color */
Image createCityWall(PlayerColor color) {
// Create the image from the texture region
Image cityWallImage = new Image(cityWall);
// Set the color
switch (color) {
case WHITE:
cityWallImage.setColor(Color.WHITE);
break;
case BLUE:
cityWallImage.setColor(Color.BLUE);
break;
case RED:
cityWallImage.setColor(Color.RED);
break;
case ORANGE:
cityWallImage.setColor(Color.ORANGE);
break;
case YELLOW:
cityWallImage.setColor(Color.YELLOW);
break;
}
// Scale down the image
final float imageScale = 1 / 4f;
cityWallImage.setSize(imageScale * cityWallImage.getWidth(), imageScale * cityWallImage.getHeight());
// Place the origin in the center of the image to make it easier to draw
cityWallImage.setOrigin(cityWallImage.getWidth() / 2f, cityWallImage.getHeight() / 2f);
return cityWallImage;
}
示例12: addtimerbuildroom
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
private void addtimerbuildroom(){
grouptimerbuild = new Group();
Image bg = new Image(new TextureRegion(manager.getAssetsExtension().getTexture(NameFiles. extensionImgBackground)));
bg.setSize(Gdx.graphics.getWidth() / 2.75f, Gdx.graphics.getHeight() * 0.33f);
bg.setPosition(Gdx.graphics.getWidth() / 2 - bg.getWidth() / 2, Gdx.graphics.getHeight()*0.35f);
grouptimerbuild.addActor(bg);
Label labelBuildingRoom = new Label("Installing\nExtension",new Label.LabelStyle(Font.getFont((int)(Gdx.graphics.getHeight()*0.025)),Color.WHITE));
labelBuildingRoom.setPosition(Gdx.graphics.getWidth() / 2 - labelBuildingRoom.getWidth() / 2, Gdx.graphics.getHeight() / 1.65f);
grouptimerbuild.addActor(labelBuildingRoom);
labelprocent = new Label("0%",new Label.LabelStyle(new Label.LabelStyle(Font.getFont((int)(Gdx.graphics.getHeight()*0.03)),Color.WHITE)));
labelprocent.setPosition(Gdx.graphics.getWidth() / 2 - labelprocent.getWidth() / 2, Gdx.graphics.getHeight() / 2f - labelprocent.getHeight() / 2);
grouptimerbuild.addActor(labelprocent);
grouptimerbuild.setVisible(false);
}
示例13: createPuls
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
public Group createPuls(float x, float y){
grPuls = new Group();
Texture txt = managerAssets.getAssetsTutorial().getTexture(NameFiles.circlePulsTutorial);
Image image = new Image(new TextureRegion(txt));
Vector2 crop = Scaling.fit.apply(txt.getWidth(),txt.getHeight(),WIDTH,HEIGHT);
image.setSize(crop.x * 0.135f, crop.y * 0.135f);
image.setPosition(x, y);
grPuls.addActor(image);
txt = managerAssets.getAssetsTutorial().getTexture(NameFiles.PulsCircleScalable);
Image puls = new Image(new TextureRegion(txt));
crop = Scaling.fit.apply(txt.getWidth(),txt.getHeight(),WIDTH,HEIGHT);
puls.setPosition(image.getRight() - image.getWidth() / 2, image.getTop() - image.getHeight() / 2);
puls.setSize(1, 1);
MoveToAction move = new MoveToAction();
move.setDuration(1);
move.setPosition(image.getRight() - image.getWidth() / 2 - crop.x*0.085f, image.getTop() - image.getHeight() / 2 - crop.y*0.085f);
MoveToAction mo = new MoveToAction();
mo.setDuration(0);
mo.setPosition(image.getRight() - image.getWidth() / 2, image.getTop() - image.getHeight() / 2);
ScaleToAction scale = new ScaleToAction();
scale.setScale(WIDTH*0.17f);
scale.setDuration(1);
ScaleToAction sc = new ScaleToAction();
sc.setDuration(0);
sc.setScale(0);
RepeatAction repeat = new RepeatAction();
repeat.setCount(RepeatAction.FOREVER);
repeat.setAction(new SequenceAction(scale, sc));
puls.addAction(repeat);
RepeatAction r = new RepeatAction();
r.setCount(RepeatAction.FOREVER);
r.setAction(new SequenceAction(move, mo));
puls.addAction(r);
grPuls.addActor(puls);
return grPuls;
}
示例14: setUpOnFinish
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
public void setUpOnFinish() {
onFinish = new Image(AssetsManager.getTextureRegion(Constants.FINISH_IMAGE_NAME));
onFinish.setVisible(false);
onFinish.setSize(Constants.WIDTH - 5, Constants.ONFINISH_HEIGHT);
onFinish.setPosition(Constants.WIDTH / 2 - onFinish.getWidth() / 2, Constants.HEIGHT / 2 - onFinish.getHeight() / 5);
onFinish.setOrigin(onFinish.getWidth() / 2, onFinish.getHeight() / 2);
onFinish.addAction(setOnStateImageAction(1.2f));
stage.addActor(onFinish);
}
示例15: drawmap
import com.badlogic.gdx.scenes.scene2d.ui.Image; //导入方法依赖的package包/类
private void drawmap() {
MapPixmap imageBG = MapPixmap.getInstance();
decalBackground = Decal.newDecal(new TextureRegion(new Texture(imageBG.getImage(1, 1))));
decalBackground.setPosition(0, 0, 0);
decalBackground.setDimensions(800, 800);
decalBackground.setBlending(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Texture text = null;
groupCenter = new Group();
switch (InformationEnklave.getInstance().getFaction()){
case 1:{
text = managerAssets.getAssetsCombat().getTexture(NameFiles.enklavered);
break;
}
case 2:{
text = managerAssets.getAssetsCombat().getTexture(NameFiles.enklaveblue);
break;
}
case 3:{
text = managerAssets.getAssetsCombat().getTexture(NameFiles.enklavegreen);
break;
}
}
Vector2 crop = Scaling.fit.apply(text.getWidth(),text.getHeight(),WIDTH,HEIGHT);
Image enklave = new Image(new TextureRegion(text));
enklave.setSize(crop.x*0.6f,crop.y*0.6f);
enklave.setPosition(WIDTH / 2 - enklave.getWidth() / 2, HEIGHT / 2 - enklave.getHeight() / 1.7F);
groupCenter.addActor(enklave);
labelDistance = new Label("Distance: ",new Label.LabelStyle(Font.getFont((int)(HEIGHT*0.025f)),Color.ORANGE));
groupCenter.addActor(labelDistance);
}