本文整理汇总了Java中com.badlogic.gdx.scenes.scene2d.ui.Table.setDebug方法的典型用法代码示例。如果您正苦于以下问题:Java Table.setDebug方法的具体用法?Java Table.setDebug怎么用?Java Table.setDebug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.setDebug方法的9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: show
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
@Override
public void show() {
stage = new Stage(new ScreenViewport());
mainTable = new Table();
stage.addActor(mainTable);
mainTable.setFillParent(true);
mainTable.setDebug((boolean) game.showDebugStuff());
game.setInputProcessor(stage);
initUI();
}
示例2: 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3: create_selectpart_texture
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void create_selectpart_texture() {
// TODO Auto-generated method stub
Table container = new Table();
Table table = new Table();
container.setDebug(debug_pages);
table.setDebug(debug_pages);
container.setFillParent(true);
parts_scroll_pane = new ScrollPane(table);
container.add(parts_scroll_pane).width(screen_width).height(screen_height);
;
selectpart_stage.addActor(container);
for (int i = 1 ;i <=ajzaa_no ;i++){
GozaTap tablea = new GozaTap(i);
// tablea.setColor((float)Math.random(),(float)Math.random(),(float)Math.random(),1);
tablea.setDebug(debug_pages);
table.add(tablea).width(GozaTap.tab_width).height(GozaTap.tab_height+GozaTap.tab_pading_height);
table.row();
/*
selectpart_stage.addActor(new PageSeen(i));*/
}
}
示例4: create_selectsorah_texture
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void create_selectsorah_texture() {
Table container = new Table();
Table table = new Table();
container.setDebug(debug_pages);
table.setDebug(debug_pages);
container.setFillParent(true);
sorah_scroll_pane = new ScrollPane(table);
container.add(sorah_scroll_pane).width(screen_width).height(screen_height);
;
selectsorah_stage.addActor(container);
for (int i = 1 ;i <=suar_no ;i++){
SorahTab tablea = new SorahTab(i);
// tablea.setColor((float)Math.random(),(float)Math.random(),(float)Math.random(),1);
tablea.setDebug(debug_pages);
table.add(tablea).width(SorahTab.tab_width).height(SorahTab.tab_height+SorahTab.tab_pading_height);
table.row();
/*
selectpart_stage.addActor(new PageSeen(i));*/
}
}
示例5: create_selectpage_texture
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void create_selectpage_texture() {
// TODO Auto-generated method stub
Table container = new Table();
Table table = new Table();
container.setDebug(debug_pages);
table.setDebug(debug_pages);
container.setFillParent(true);
select_page_pane = new ScrollPane(table);
container.add(select_page_pane).width(screen_width).height(screen_height);
;
selectpage_stage.addActor(container);
for (int i = 1 ;i <=pages_no ;i++){
PageTap tablea = new PageTap(i);
// tablea.setColor((float)Math.random(),(float)Math.random(),(float)Math.random(),1);
tablea.setDebug(debug_pages);
table.add(tablea).width(PageTap.tab_width).height(PageTap.tab_height+PageTap.tab_pading_height);
table.row();
/*
selectpart_stage.addActor(new PageSeen(i));*/
}
}
示例6: create_pages_texture
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void create_pages_texture() {
// TODO Auto-generated method stub
Table container = new Table();
Table table = new Table();
container.setDebug(debug_pages);
table.setDebug(debug_pages);
container.setFillParent(true);
pages_scroll_pane = new ScrollPane(table);
pages_scroll_pane.layout();
container.add(pages_scroll_pane).width(screen_width).height(screen_height);
;
pages_scroll_pane.setTouchable(Touchable.enabled);
pages_scroll_pane.setBounds(0, 0, screen_width, screen_height);
container.setBounds(0,0,screen_width,screen_height);
container.setTouchable(Touchable.enabled);
pages_stage.addActor(container);
for (int i = 1 ;i <=pages_no ;i++){
Table tablea = new Table();
// tablea.setColor((float)Math.random(),(float)Math.random(),(float)Math.random(),1);
tablea.setDebug(debug_pages);
table.add(tablea).width(screen_width).height(screen_height);
table.row();
pages_draw_stage.addActor(new PageSeen(i));
}
}
示例7: Chat
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
public Chat(SpriteBatch batch){
field = new TextField("", Assets.getInstance().getSkin());
field.setVisible(false);
table = new Table();
table.bottom().padLeft(20).padRight(20).padBottom(10).setFillParent(true);
table.setDebug(false);
table.add(field).width(Config.SCREEN_WIDTH-40);
stage = new Stage(new FillViewport(Config.SCREEN_WIDTH,Config.SCREEN_HEIGHT,new OrthographicCamera()),batch);
stage.addActor(table);
stage.setKeyboardFocus(field);
}
示例8: GameSetupScreen
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
GameSetupScreen(ParticleGame game) {
particle_game = game;
stage = new Stage();
table = new Table();
table.setDebug(true);
table.setFillParent(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 create_game_button = new TextButton("create game!", skin);
create_game_button.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
final int num_boards = 10;
final PlayerCamera player_camera = new PlayerCamera(PARTICLE_BOARD_W, PARTICLE_BOARD_W,
PARTICLE_BOARD_W * num_boards
);
final DisplayManager display_manager = new DisplayManager(particle_game.getBatch(), player_camera);
final PropertyDictionary property_dictionary = new PropertyDictionary(10, 10, 10, 10);
final ParticleSystem particle_system = new ParticleSystem(PARTICLE_BOARD_W, num_boards);
final VelocitySystem velocity_system = new VelocitySystem(PARTICLE_BOARD_W / 9);
final WorldGenerator world_generator = new WorldGenerator(
11, 25, PARTICLE_BOARD_W * num_boards
);
particle_game.setCamera(player_camera);
particle_game.setDisplayManager(display_manager);
particle_game.setPropertyDictionary(property_dictionary);
particle_game.setParticleSystem(particle_system);
particle_game.setVelocitySystem(velocity_system);
world_generator.generate(property_dictionary, particle_system);
final Player player = new Player(particle_game, 0, 50);
particle_game.setPlayer(player);
particle_game.setScreen(particle_game.getGameScreen());
}
});
table.add(create_game_button);
}
示例9: create_doaa_texture
import com.badlogic.gdx.scenes.scene2d.ui.Table; //导入方法依赖的package包/类
private void create_doaa_texture() {
// TODO Auto-generated method stub
Table container = new Table();
Table table = new Table();
container.setDebug(debug_pages);
table.setDebug(debug_pages);
container.setFillParent(true);
doaa_scroll_pane = new ScrollPane(table);
container.add(doaa_scroll_pane ).width(screen_width).height(screen_height);
;
for (int i = 1 ;i <=2 ;i++){
Table tablea = new Table();
// tablea.setColor((float)Math.random(),(float)Math.random(),(float)Math.random(),1);
tablea.setDebug(debug_pages);
table.add(tablea).width(screen_width).height(screen_height);
table.row();
/*
selectpart_stage.addActor(new PageSeen(i));*/
}
doaa_stage.addActor(container);
doaa_stage.addActor(new DoaaActor());
}