本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Table.add方法的典型用法代码示例。如果您正苦于以下问题:Java Table.add方法的具体用法?Java Table.add怎么用?Java Table.add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.Table
的用法示例。
在下文中一共展示了Table.add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: setupRedDiceOption
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private Table setupRedDiceOption(int diceNumber) {
Table redDiceOption = new Table();
redDiceOption.setBackground(redBackground);
redDiceOption.add(new Label("" + diceNumber, CatanGame.skin));
redDiceOption.setTouchable(Touchable.enabled);
redDiceOption.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if (chosenRedDice == diceNumber) {
System.out.println("discard choice of " + diceNumber);
chosenRedDice = 0;
enableAllTouchablesRed();
} else {
System.out.println("choose " + diceNumber);
chosenRedDice = diceNumber;
disableAllTouchablesRed();
redDiceOption.setTouchable(Touchable.enabled);
redDiceOption.setBackground(redBackground);
}
}
});
return redDiceOption;
}
示例2: setupYellowDiceOption
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private Table setupYellowDiceOption(int diceNumber) {
Table yellowDiceOption = new Table();
yellowDiceOption.setBackground(yellowBackground);
yellowDiceOption.add(new Label("" + diceNumber, CatanGame.skin));
yellowDiceOption.setTouchable(Touchable.enabled);
yellowDiceOption.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
if (chosenYellowDice == diceNumber) {
System.out.println("discard choice of " + diceNumber);
chosenYellowDice = 0;
enableAllTouchablesYellow();
} else {
System.out.println("choose " + diceNumber);
chosenYellowDice = diceNumber;
disableAllTouchablesYellow();
yellowDiceOption.setTouchable(Touchable.enabled);
yellowDiceOption.setBackground(yellowBackground);
}
}
});
return yellowDiceOption;
}
示例3: createSkins
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
/**
* Function used to create the Skins' Buttons and Labels and associate them to a given table, organized.
* It also adds Listeners to the Skins' Buttons.
*
* @param table Table where the Skins' Labels and Buttons will be organized.
*/
private void createSkins(Table table) {
for (int i = 0; i < game.getNumSkins(); ++i) {
//Adding Buttons and Labels to the Arrays
skinButtons.add(new Button(new TextureRegionDrawable(new TextureRegion(game.getAssetManager().get("big_skins/skin" + (i < 10 ? "0" : "") + i + ".png", Texture.class)))));
skinLabels.add(new Label("Current", skin1));
final int j = i; //Needed for Listener initialization
skinButtons.get(i).addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
setCurrentLabel(j);
}
});
table.add(skinButtons.get(i)).size(BUTTON_SIZE, BUTTON_SIZE).pad(IMAGE_EDGE);
}
table.row();
for (int i = 0; i < game.getNumSkins(); ++i)
table.add(skinLabels.get(i));
initializeCurrentSkin();
}
示例4: AddWindowButton
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void AddWindowButton(final UIElement window, String buttonText, Skin skin, Table table)
{
final TextButton btn = new TextButton(buttonText, skin);
btn.addListener(new ChangeListener()
{
@Override
public void changed(ChangeEvent event, Actor actor)
{
if (window.isShowing())
window.hide();
else
window.show();
}
});
table.add(btn);
table.row();
}
示例5: PauseWindow
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public PauseWindow(String title, Skin skin) {
super(title, skin);
this.setVisible(false);
primaryMenu = new Table(skin);
settingsPanel = new SettingsPanel(skin);
_okButton = new TextButton("OK" , skin , "menu");
settingsPanel.add(_okButton);
_resumeButton = new TextButton("Resume",Assets._skin , "menu");
_mainMenuButton = new TextButton("Main Menu",Assets._skin , "menu");
_settingsButton = new TextButton("Settings",Assets._skin , "menu");
primaryMenu.add(_resumeButton).padBottom(20f).row();
primaryMenu.add(_settingsButton).padBottom(20f).row();
primaryMenu.add(_mainMenuButton);
this.add(primaryMenu).align(Align.center).fill();
}
示例6: ScrollInventoryActor
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public ScrollInventoryActor(Inventory inventory, int slots) {
defaults().space(4f);
add(new Label(inventory.getDisplayName(), new LabelStyle(Fonts.hud, Color.WHITE)));
row();
inner = new Table();
inner.defaults().space(4f);
for (int i = 0; i < inventory.itemStacks.length; i++) {
SlotActor slotActor = new SlotActor(inventory, i);
inner.add(slotActor);
if ((i + 1) % inventory.width == 0) {
inner.row();
}
}
inner.pack();
scrollPane = new ScrollPane(inner);
scrollPane.setScrollingDisabled(true, false);
add(scrollPane).height(slots * CALIBRATION_PER_ROW).fill();
row();
pack();
}
示例7: UIElement
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public UIElement(Skin skin)
{
UI.uiElements.add(this);
parent = new Table();
parent.setFillParent(true);
window = new Window("Unnamed Window", skin);
window.setModal(BlueIrisViewer.bivSettings.modalUI);
table = new Table(skin);
window.add(table);
hide();
parent.add(window);
onCreate(skin, window, table);
}
示例8: IntroScreen
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
IntroScreen(final ParticleGame game) {
particle_game = game;
stage = new Stage();
table = new Table();
table.setFillParent(true);
table.setDebug(true);
stage.addActor(table);
Skin skin = new Skin();
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(Color.WHITE);
pixmap.fill();
skin.add("white", new Texture(pixmap));
skin.add("font", game.getFont());
TextButton.TextButtonStyle text_button_style = new TextButton.TextButtonStyle();
final Color button_color = new Color(226 / 255f, 226 / 255f, 226 / 255f, 1f);
final Color hover_color = new Color(162 / 255f, 162 / 255f, 162 / 255f, 1f);
text_button_style.up = skin.newDrawable("white", button_color);
text_button_style.down = skin.newDrawable("white", button_color);
text_button_style.over = skin.newDrawable("white", hover_color);
text_button_style.font = skin.getFont("font");
skin.add("default", text_button_style);
TextButton play_button = new TextButton("play", skin);
play_button.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
particle_game.setScreen(particle_game.getGameSetupScreen());
}
});
table.add(play_button);
}
示例9: InventoryDialog
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public InventoryDialog(UserInterface linkedInterface, Integer linkedFieldGold)
{
super("Inventory", Settings.DEFAULT_SKIN);
this.linkedInterface = linkedInterface;
Button closeButton = new CloseButton(this);
getTitleTable().add(closeButton).size(15, 15).padRight(-5).top().right();
for (int i = 0; i < numberOfPages; i++)
inventoryPages.add(new InventoryPage(this, i));
currentPageButtons.addActor(inventoryPages.get(0));
addActor(currentPageButtons);
Table contentTable = this.getContentTable();
contentTable.add(currentPageButtons);
VerticalGroup switchButtons = new VerticalGroup().space(0).pad(0).top().padTop(-8).fill();
for (int i = 0; i < numberOfPages; i++)
{
InventoryTextField<Item> switchButton = createSwitchButton(i);
switchButtons.addActor(switchButton);
switchPageButtons.add(switchButton);
}
switchPageButtons.get(0).setColor(0.5f, 0.5f, 0.5f, 1);
contentTable.add(switchButtons);
contentTable.row();
goldLabel.setValue(linkedFieldGold);
goldLabel.update();
contentTable.add(goldLabel).left();
contentTable.row();
this.setX(1230);
this.setY(43);
this.pack();
}
示例10: addSpellInfo
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void addSpellInfo(Spell spell)
{
Table infoContainer = new Table();
String humanReadableName = DialogUtils.humanReadableFromItemIdentifier(spell.getIdentifier().toString());
infoContainer.add(new Label(humanReadableName, Settings.DEFAULT_SKIN)).padRight(10);
infoContainer.add(new LineBreaker(spell.getDescription(), 40));
infoContainer.padLeft(10);
this.add(infoContainer);
}
示例11: createMenu
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void createMenu() {
root = new Table();
root.setFillParent(true);
stage.addActor(root);
FileHandle fileHandle = Gdx.files.local(Core.DATA_PATH + "/data.json");
JsonReader reader = new JsonReader();
JsonValue val = reader.parse(fileHandle);
Label title = new Label(val.getString("title"), skin, "title");
root.add(title).padTop(50.0f).padBottom(75.0f);
root.row();
BouncingImage image = new BouncingImage(getCharacter());
root.add(image);
root.row();
ImageButton imageButton = new ImageButton(skin, "play");
root.add(imageButton).padTop(75.0f).expandY().top();
imageButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeListener.ChangeEvent event, Actor actor) {
getCore().getAssetManager().get(Core.DATA_PATH + "/sfx/jump.wav", Sound.class).play();
showCharacterDialog();
}
});
}
示例12: SettingsTabbedPane
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public SettingsTabbedPane(Skin skin, int x, int y, HashMap<TextButton, Table> componentMap) {
this.x = x;
this.y = y;
this.componentMap = componentMap;
baseTable = new Table();
buttonTable = new Table();
contentTable = new Table();
baseTable.add(buttonTable);
baseTable.row();
baseTable.add(contentTable);
this.setPosition(x / 2, y / 1.3f);
this.setActor(baseTable);
}
示例13: createControlsTable
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public Table createControlsTable(){
Table escTable = new Table(Assets._skin);
Table keyTable = new Table(Assets._skin);
Table table = new Table(Assets._skin);
Image keyW = new Image(Assets._skin , "keyW");
Image keyA = new Image(Assets._skin , "keyA");
Image keyS = new Image(Assets._skin , "keyS");
Image keyD = new Image(Assets._skin , "keyD");
Image keyESC = new Image(Assets._skin , "keyESC");
keyTable.add(new Label("Controls" , Assets._skin , "fontVeraBd24" , "white")).colspan(5).spaceBottom(40f).align(Align.center).row();
keyTable.add(new Label("[W] Move camera Up" , Assets._skin , "default-font" , "green")).padBottom(10f).padRight(8f).colspan(5).align(Align.center).row();
keyTable.add(keyW).padRight(8f).colspan(5).spaceBottom(5f).align(Align.center).row();
keyTable.add(new Label("[A] Move camera Left" , Assets._skin , "default-font" , "green")).padRight(10f);
keyTable.add(keyA).spaceRight(5f);
keyTable.add(keyS);
keyTable.add(keyD).spaceLeft(5f);
keyTable.add(new Label("[D] Move camera Right" , Assets._skin , "default-font" , "green")).padLeft(10f).row();
keyTable.add(new Label("[S] Move camera Down" , Assets._skin , "default-font" , "green")).colspan(5).align(Align.center).padTop(10f);
escTable.add(new Label("[Esc] Pause game", Assets._skin , "default-font" , "green")).padBottom(10f).row();
escTable.add(keyESC);
table.add(keyTable);
table.add(escTable).spaceBottom(20f).row();
table.add(backBtn).align(Align.bottom).padTop(50f);
table.setFillParent(true);
table.center();
return table;
}
示例14: MidSection
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public MidSection(Skin skin) {
this.setSkin(skin);
Table waveInfoContainer = new Table(skin);
Table waveTable = new StatPanel(skin);
Table nextEnemyTable = new StatPanel(skin);
Table nextWaveTable = new StatPanel(skin);
Table buttonContainer = new Table(skin);
// labels
Label waveText = new Label("Wave:", skin , "fontHemi20" , "white");
Label nextEnemyText = new Label("Next Enemy", skin, "fontHemi20", "white");
_currentWave = new Label("0",skin , "fontHemi20" , "white");
Label maxWaves = new Label(" / " + PlayState.MAX_WAVES , skin , "fontHemi20" , "white");
_next_enemy_value = new Label("",skin , "fontHemi20","white");
Label nextWaveTimeText = new Label("In:", skin, "fontHemi20", "white");
_next_wave_time_value = new Label("",skin , "fontHemi20","white");
// buttons
_nextWaveBtn = new TextButton("START",skin);
// tables
waveTable.add(_currentWave);
waveTable.add(maxWaves);
waveInfoContainer.add(waveText).expand().align(Align.left).row();
waveInfoContainer.add(waveTable).colspan(2).expand().fill().row();
waveInfoContainer.add(nextEnemyText).align(Align.bottomLeft);
waveInfoContainer.add(nextWaveTimeText).align(Align.bottomLeft).row();
nextEnemyTable.add(_next_enemy_value).align(Align.center);
nextWaveTable.add(_next_wave_time_value).align(Align.bottom).expand().prefWidth(62).align(Align.center);
waveInfoContainer.add(nextEnemyTable).align(Align.bottomLeft).expand().spaceRight(3f);
waveInfoContainer.add(nextWaveTable).align(Align.bottomRight).expand().spaceLeft(3f);
waveInfoContainer.setWidth(150);
this.add(waveInfoContainer).expand().align(Align.bottom).row();
buttonContainer.add(_nextWaveBtn).expand().fill().spaceTop(0);
this.add(buttonContainer).expand().fillX().spaceTop(5).align(Align.bottom).padBottom(2);
}
示例15: Hud
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public Hud(SpriteBatch batch){
viewport = new FillViewport(Config.SCREEN_WIDTH,Config.SCREEN_HEIGHT,new OrthographicCamera());
stage = new Stage(viewport,batch);
labelHP = new Label("HP: 100/100", Assets.getInstance().getSkin());
labelVP = new Label("VP: 100/100",Assets.getInstance().getSkin());
table = new Table();
table.setFillParent(true);
table.top().right().padTop(20).padRight(20).setDebug(false);
table.add(labelHP);
table.row();
table.add(labelVP);
stage.addActor(table);
}