本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.ProgressBar.setValue方法的典型用法代码示例。如果您正苦于以下问题:Java ProgressBar.setValue方法的具体用法?Java ProgressBar.setValue怎么用?Java ProgressBar.setValue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.ProgressBar
的用法示例。
在下文中一共展示了ProgressBar.setValue方法的8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: addNormalWidgets
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
private void addNormalWidgets () {
ProgressBar progressbar = new ProgressBar(0, 100, 1, true, VisUI.getSkin());
Slider slider = new Slider(0, 100, 1, true, VisUI.getSkin());
Slider sliderDisabled = new Slider(0, 100, 1, true, VisUI.getSkin());
progressbar.setValue(50);
slider.setValue(50);
sliderDisabled.setValue(50);
sliderDisabled.setDisabled(true);
VisTable progressbarTable = new VisTable(true);
progressbarTable.add(progressbar);
progressbarTable.add(slider);
progressbarTable.add(sliderDisabled);
add(progressbarTable);
}
示例2: EnegryBar
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
public EnegryBar(int width, int height, int x, int y) {
energyBar = new ProgressBar(0, LevelMap.getLevel().getMaxEnergy(), 0.5f, true, /*GDefence.getInstance().assetLoader.getEnergyBarSkin()*/ GDefence.getInstance().assetLoader.getSkin(), "energy-bar");
energyBar.getStyle().background.setMinWidth(width);
energyBar.getStyle().knobBefore.setMinWidth(width - 2);
energyBar.setPosition(x, y);
//setPosition(Gdx.graphics.getWidth() - expBarSize[0], userlevelButton.getY() - expBarSize[1] - 4);
energyBar.setSize(width, height);
energyBar.setValue(LevelMap.getLevel().getEnergyNumber());
energyBar.setAnimateDuration(0.5f);
addActor(energyBar);
initLabel();
}
示例3: init
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
public void init(){
getTitleLabel().setText(tower.getTowerPrototype().getName());
info = new Label("", skin, "description");
info.getStyle().font.getData().markupEnabled = true;
level = new Label("", skin, "description");
levelString = GDefence.getInstance().assetLoader.getWord("level") + " ";
levelNum = tower.getTowerPrototype().getLevel();
final float width = getWidth();
expBar = new ProgressBar(0, tower.getTowerPrototype().exp2nextLevel()[tower.getTowerPrototype().getLevel() - 1], 0.2f, false,
GDefence.getInstance().assetLoader.getExpBarSkin()) {
@Override
public float getPrefWidth() {
return width - 10;
}
};//add text inside
expBar.getStyle().background.setMinHeight(20);
expBar.getStyle().knob.setMinHeight(20);
// expBar.getStyle().background.setMinWidth(width - 10);
expBar.getStyle().knob.setMinWidth(0.1f);
// expBar.setSize(80, 20);//dont work first argument
expBar.setValue(tower.getTowerPrototype().getCurrentExp());
add(info).row();
add(level).align(Align.center).row();
add(expBar).align(Align.center);
hasChanged();
pack();
tower.getStage().addActor(this);
setVisible(false);
}
示例4: getNewInstanceOfActor
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
@Override
protected Actor getNewInstanceOfActor(final LmlActorBuilder builder) {
final FloatRangeLmlActorBuilder rangeBuilder = (FloatRangeLmlActorBuilder) builder;
rangeBuilder.validateRange(getParser());
final ProgressBar actor = getNewInstanceOfProgressBar(rangeBuilder);
actor.setValue(rangeBuilder.getValue());
return actor;
}
示例5: DrawOneAttachers
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
private Group DrawOneAttachers(String typeFrame, String name, Color type, String photo, float energy,float energymax) {
Group gr = new Group();
Texture txt = managerAssets.getAssetsCombat().getTexture(typeFrame);
Vector2 crop = Scaling.fit.apply(txt.getWidth(),txt.getHeight(),WIDTH,HEIGHT);
final Image frame = new Image(new TextureRegion(txt));
frame.setName("frame");
frame.setSize(crop.x * 0.18f, crop.y * 0.2f);
frame.setPosition(WIDTH - frame.getWidth() * 1.13f, HEIGHT / 2.3f);
gr.addActor(frame);
if(InformationProfile.getInstance().getDateUserGame().getFaction() != InformationEnklave.getInstance().getFaction())
txt = managerAssets.getAssetsCombat().getTexture(NameFiles.targetRecharge);
else
txt = managerAssets.getAssetsCombat().getTexture(NameFiles.target);
crop = Scaling.fit.apply(txt.getWidth(), txt.getHeight(), WIDTH, HEIGHT);
Image frameselect = new Image(new TextureRegion(txt));
frameselect.setSize(crop.x * 0.18f, crop.y * 0.2f);
frameselect.setName("frameselect");
frameselect.toFront();
frameselect.setPosition(WIDTH - frame.getWidth() * 1.13f, HEIGHT / 2.3f);
frameselect.setVisible(false);
gr.addActor(frameselect);
Label labelName = new Label(name.substring(0,name.length()>9 ? 9 : name.length()), new Label.LabelStyle(bt, type));
labelName.setAlignment(Align.center);
labelName.setWidth(crop.x*0.18f);
labelName.setPosition(frame.getX(), frame.getY() + frame.getHeight() * 0.25f);
gr.addActor(labelName);
txt = managerAssets.getAssetsCombat().getTexture(photo);
crop = Scaling.fit.apply(txt.getWidth(), txt.getHeight(), WIDTH, HEIGHT);
Image profile = new Image(new TextureRegion(txt));
profile.setColor(type);
profile.setSize(crop.x * 0.07f, crop.y * 0.07f);
profile.setPosition(frame.getRight() - frame.getWidth() / 2 - profile.getWidth() / 2, frame.getY() + frame.getHeight() * 0.42f);
gr.addActor(profile);
Skin skin = new Skin();
skin.add("white", new TextureRegion(managerAssets.getAssetsCombat().getTexture(NameFiles.barLifeWhite), 0, 0, (int) (WIDTH * 0.014), (int) (WIDTH * 0.014)));
ProgressBar.ProgressBarStyle barStyle = new ProgressBar.ProgressBarStyle(skin.newDrawable("white", Color.WHITE), skin.newDrawable("white", type));
barStyle.knobBefore = barStyle.knob;
ProgressBar bar = new ProgressBar(0,energymax, 1, false, barStyle);
bar.setSize(WIDTH * 0.14f,HEIGHT * 0.012f);
bar.setPosition(frame.getX() + frame.getWidth() * 0.07f, frame.getY() + frame.getHeight() * 0.07f);
bar.setValue(energy);
gr.addActor(bar);
return gr;
}
示例6: drawoneDefenders
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
private Group drawoneDefenders(String typeFrame,String name,Color type,String photo,float energy,float energymax){
Group gr = new Group();
Texture txt = managerAssets.getAssetsCombat().getTexture(typeFrame);
Vector2 crop = Scaling.fit.apply(txt.getWidth(), txt.getHeight(), WIDTH, HEIGHT);
Image frame = new Image(new TextureRegion(txt));
frame.setName("frame");
frame.setSize(crop.x * 0.18f, crop.y * 0.2f);
frame.setPosition(WIDTH * 0.025f, HEIGHT / 2.3f);
gr.addActor(frame);
if(InformationProfile.getInstance().getDateUserGame().getFaction() == InformationEnklave.getInstance().getFaction())
txt = managerAssets.getAssetsCombat().getTexture(NameFiles.targetRecharge);
else
txt = managerAssets.getAssetsCombat().getTexture(NameFiles.target);
crop = Scaling.fit.apply(txt.getWidth(), txt.getHeight(), WIDTH, HEIGHT);
Image frameselect = new Image(new TextureRegion(txt));
frameselect.setName("frameselect");
frameselect.toFront();
frameselect.setSize(crop.x * 0.18f, crop.y * 0.2f);
frameselect.setPosition(WIDTH * 0.025f, HEIGHT / 2.3f);
frameselect.setVisible(false);
gr.addActor(frameselect);
Label labelName = new Label(name.substring(0,name.length()>9 ? 9 : name.length()),new Label.LabelStyle(bt,type));
labelName.setAlignment(Align.center);
labelName.setSize(WIDTH * 0.18f, HEIGHT * 0.02f);
labelName.setPosition(frame.getX(), frame.getY() + frame.getHeight() * 0.25f);
gr.addActor(labelName);
txt = managerAssets.getAssetsCombat().getTexture(photo);
crop = Scaling.fit.apply(txt.getWidth(), txt.getHeight(), WIDTH, HEIGHT);
Image profile = new Image(new TextureRegion(txt));
// profile.setColor(Color.BLUE);
profile.setSize(crop.x*0.07f, crop.y*0.07f);
profile.setPosition(frame.getRight() - frame.getWidth() / 2 - profile.getWidth() / 2, frame.getY() + frame.getHeight() * 0.42f);
gr.addActor(profile);
Skin skin = new Skin();
skin.add("white", new TextureRegion(managerAssets.getAssetsCombat().getTexture(NameFiles.barLifeWhite),0,0,(int)(WIDTH*0.004),(int)(WIDTH*0.014)));
ProgressBar.ProgressBarStyle barStyle = new ProgressBar.ProgressBarStyle(skin.newDrawable("white", Color.WHITE), skin.newDrawable("white",type));
barStyle.knobBefore = barStyle.knob;
ProgressBar bar = new ProgressBar(0, energymax, 1, false, barStyle);
bar.setSize(WIDTH * 0.14f, HEIGHT * 0.012f);
bar.setPosition(frame.getX()+frame.getWidth()*0.1f, frame.getY()+frame.getHeight()*0.07f);
bar.setValue(energy);
gr.addActor(bar);
return gr;
}
示例7: advanceLoadingProgress
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
@LmlAction("load")
public void advanceLoadingProgress(final ProgressBar progressBar) {
progressBar.setValue(progressBar.getValue() + progressBar.getStepSize() * 5f);
}
示例8: setInitialValue
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar; //导入方法依赖的package包/类
/** @param bar will have a random initial value set. */
public void setInitialValue(final ProgressBar bar) {
bar.setValue(MathUtils.random(bar.getMinValue(), bar.getMaxValue()));
}