本文整理汇总了Java中com.badlogic.gdx.utils.viewport.FitViewport.apply方法的典型用法代码示例。如果您正苦于以下问题:Java FitViewport.apply方法的具体用法?Java FitViewport.apply怎么用?Java FitViewport.apply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.utils.viewport.FitViewport
的用法示例。
在下文中一共展示了FitViewport.apply方法的14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: MenuScreen
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
/**
* Menu Screen's constructor.
* It initializes all the Menu elements.
*
* @param game The current game session.
*/
protected MenuScreen(final Armadillo game) {
this.game = game;
batch = game.getBatch();
gameServices = game.getGameServices();
skin1 = game.getPrimarySkin();
skin2 = game.getSecondarySkin();
viewport = new FitViewport(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
viewport.apply();
stage = new Stage(viewport, batch);
backgroundImg = new Image(game.getAssetManager().get("background.png", Texture.class));
backgroundImg.setScale(VIEWPORT_WIDTH / backgroundImg.getWidth(), VIEWPORT_HEIGHT / backgroundImg.getHeight());
titleImg = new Image(game.getAssetManager().get("armadillo_title.png", Texture.class));
titleImg.setSize(0.8f * titleImg.getWidth(), 0.8f * titleImg.getHeight());
titleImg.setPosition(VIEWPORT_WIDTH / 2 - titleImg.getWidth() / 2, VIEWPORT_HEIGHT * 0.98f - titleImg.getHeight());
}
示例2: MenuScreen
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
public MenuScreen() {
camera = new OrthographicCamera();
viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
viewport.apply();
camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
camera.update();
betaText = new BitmapFont(Gdx.files.internal("score.fnt"), Gdx.files.internal("score.png"), false);
betaText.getData().setScale(0.35f);
logo = new Sprite(new Texture("logo.png"));
Random r = new Random();
background = new Particle[r.nextInt(55 - 45) + 45];
for (int i = 0; i < background.length; i++) {
int size = r.nextInt(4) + 1;
int x = r.nextInt(Game.WIDTH);
int y = r.nextInt(Game.HEIGHT);
background[i] = new Particle(x, y, 0, 0, -1, new Color(207 / 255f, 187 / 255f, 20 / 255f, 1f), size);
}
musicMuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_muted.png")));
musicUnmuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_unmuted.png")));
play = new CenteredButton(500, "buttons/play.png");
music = new Button(Game.WIDTH - 130, 15, Game.musicMuted() ? musicMuted : musicUnmuted);
music.setScale(4f);
}
示例3: create
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
@Override
public void create() {
batch = new SpriteBatch();
Assets.load();
Assets.finishLoading();
background = Assets.getTexture("background");
background.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
viewport = new FitViewport(Constants.VIEWPORT_WIDTH, Constants.VIEWPORT_HEIGHT);
viewport.apply();
mainScreen = new MainScreen(viewport, this);
infoScreen = new InfoScreen(viewport, this);
//workaround for sound not playing on mobile
silenceLoopId = Assets.getSound("silence").loop();
setScreen(mainScreen);
}
示例4: GameScreen
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
/**
*
*/
public GameScreen(SupaBox game) {
this.game = game;
//float aspectRatio = (float) Gdx.graphics.getHeight() / (float) Gdx.graphics.getWidth();
camera = new OrthographicCamera();
viewport = new FitViewport(24, 16, camera);
viewport.apply();
camera.position.set(viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2, 0);
debugRenderer = new Box2DDebugRenderer();
world = new World(new Vector2(0, -9.8f), true);
mapLoader = new TmxMapLoader();
map = mapLoader.load("crate.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map, 1f / SupaBox.PPM);
bodyBuilder = new BodyBuilder();
bodyBuilder.createBodies(entities, world, map);
}
示例5: create
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
@Override
public void create() {
camera = new OrthographicCamera();
viewPort = new FitViewport(256, 240, camera);
viewPort.apply();
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
}
示例6: RenderSystem
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
public RenderSystem(Batch batch) {
super(FAMILY);
this.camera = new OrthographicCamera();
viewport = new FitViewport(Asteroids.VIRTUAL_WIDTH, Asteroids.VIRTUAL_HEIGHT, camera);
viewport.apply(true);
this.batch = batch;
shapeRenderer = new ShapeRenderer();
shapeRenderer.setColor(Color.RED);
font = ServiceLocator.getAppComponent().getAssetService().getSkin(AssetService.SkinAsset.UISKIN).getFont("default-font");
}
示例7: SplashScreen
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
public SplashScreen() {
camera = new OrthographicCamera();
viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
viewport.apply();
camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
camera.update();
logo = new Sprite(new Texture(Gdx.files.internal("gussio.png")));
initiateTime = System.currentTimeMillis();
}
示例8: show
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
@Override
public void show () {
//orthographicCamera = new OrthographicCamera(3840, 2160);
matrix4 = new Matrix4();
spriteBatch = new SpriteBatch();
viewport = new FitViewport(2560, 1440, new OrthographicCamera());
viewport.apply();
stage = new Stage(viewport);
camera = createCamera();
multiplexer = new InputMultiplexer();
multiplexer.addProcessor(stage);
Gdx.input.setInputProcessor(multiplexer);
if(TDGalaxy.preferences.isDebug())
stage.setDebugAll(true);
}
示例9: AbstractScreen
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
public AbstractScreen() {
camera = new OrthographicCamera(GDefence.WIDTH, GDefence.HEIGHT);
camera.setToOrtho(false, GDefence.WIDTH, GDefence.HEIGHT);
viewport = new FitViewport(GDefence.WIDTH, GDefence.HEIGHT, camera);
viewport.apply();
stage = new Stage(viewport);
// camera.position.set(camera.viewportWidth/2,camera.viewportHeight/2,0);
}
示例10: createViewport
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
private static FitViewport createViewport(IRenderEnv renderEnv) {
FitViewport viewPort = new FitViewport(renderEnv.getWidth(), renderEnv.getHeight());
GdxViewportUtil.setToOrtho(viewPort, renderEnv.getVirtualSize(), true);
viewPort.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
viewPort.apply();
return viewPort;
}
示例11: create
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
@Override
public void create() {
camera = new OrthographicCamera();
viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);
viewport.apply();
assetManager = new AssetManager();
batch = new SpriteBatch();
titleScreen = new TitleScreen(this);
this.setScreen(titleScreen);
}
示例12: initialize
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
private void initialize() {
//LibGDX setup
camera = new OrthographicCamera();
viewPort = new FitViewport(256, 240, camera);
viewPort.apply();
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
shapeRenderer = new ShapeRenderer();
shapeRenderer.setAutoShapeType(true);
//Initialize shaders
vertexShader = Gdx.files.internal("shaders/vertex_shader.glsl").readString();
fragmentShader = Gdx.files.internal("shaders/fragment_shader.glsl").readString();
shaderProgram = new ShaderProgram(vertexShader, fragmentShader);
//Initialize attribute value (used by fragmentShader)
initializeAttributes();
//Make the mouse cursor transparent
Pixmap pixmap = new Pixmap(16, 16, Pixmap.Format.RGBA8888);
pixmap.setColor(Color.argb8888(0, 0, 0, 0));
pixmap.fill();
Gdx.graphics.setCursor(Gdx.graphics.newCursor(pixmap, 0, 0));
pixmap.dispose();
//Initialize transparent mask sprite
transparentMaskPixmap = new Pixmap(8, 8, Pixmap.Format.RGBA8888);
transparentMaskPixmap.setColor(Color.CLEAR);
transparentMaskPixmap.fill();
transparentMaskTexture = new Texture(transparentMaskPixmap);
transparentMaskSprite = new Sprite(transparentMaskTexture);
//Initialize main frame buffer
FrameBuffer.FrameBufferBuilder frameBufferBuilder = new FrameBuffer.FrameBufferBuilder(256, 240);
frameBufferBuilder.addBasicColorTextureAttachment(Pixmap.Format.RGBA8888);
mainFrameBuffer = frameBufferBuilder.build();
mainTextureRegion = new TextureRegion(mainFrameBuffer.getColorBufferTexture(), 0, 0,
256, 240);
mainTextureRegion.flip(false, true);
mainTextureRegion.getTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
//Initialize special frame buffer for foreground sprites so
//we can hide them with fake background sprites
foregroundSpritesFrameBuffer = frameBufferBuilder.build();
foregroundSpritesTextureRegion = new TextureRegion(foregroundSpritesFrameBuffer.getColorBufferTexture(), 0, 0,
256, 240);
foregroundSpritesTextureRegion.flip(false, true);
foregroundSpritesTextureRegion.getTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
//Initialize palette information
palettePixmap = new Pixmap(32, 1, Pixmap.Format.RGBA8888);
paletteTexture = new Texture(palettePixmap);
masterPalette = loadPalette("palette/nespalette.bmp", 1, 1, 32, 32, 16, 4);
}
示例13: GameScreen
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
public GameScreen() {
entities.clear();
camera = new OrthographicCamera();
viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
viewport.apply();
camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
camera.update();
earthTexture = new Sprite(new Texture(Gdx.files.internal("world.png")));
musicMuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_muted.png")));
musicUnmuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_unmuted.png")));
earth = new Circle((float) (Game.WIDTH / 2 - Game.HEIGHT * 0.2), (float) (Game.HEIGHT / 2 - Game.HEIGHT * 0.2), (float) (Game.HEIGHT * 0.2));
this.player = new Player();
entities.add(player);
// entities.add(new Sentry());
Texture full = new Texture(Gdx.files.internal("meteorite.png"));
meteoriteSprites = new Sprite[4];
for (int i = 0; i < meteoriteSprites.length; i++) {
TextureRegion region = new TextureRegion(full, i * 20, 0, 20, 20);
meteoriteSprites[i] = new Sprite(region);
}
Texture full2 = new Texture(Gdx.files.internal("warning.png"));
warningSprites = new Sprite[2];
warningSprites[0] = new Sprite(new TextureRegion(full2, 0, 0, 9, 9));
warningSprites[1] = new Sprite(new TextureRegion(full2, 9, 0, 9, 9));
shopWindow = new ShopWindow();
scoreFont = new BitmapFont(Gdx.files.internal("score.fnt"), Gdx.files.internal("score.png"), false);
scoreFont.getData().setScale(0.8f);
leftButton = new Button(10, 10, 180, "buttons/control_button.png");
rightButton = new Button(210, 10, "buttons/control_button.png");
shopButton = new Button(Game.WIDTH - shopWindow.getShopWidth() - 190, 10, "buttons/shop_button.png");
leftButton.setScale(1.5f);
rightButton.setScale(1.5f);
shopButton.setScale(1.5f);
exit = new Button(1230, 450, "buttons/exit.png");
pauseExit = new Button(1230, 450, "buttons/exit.png");
retry = new Button(500, 450, "buttons/retry.png");
resume = new Button(500, 450, "buttons/resume.png");
music = new Button(Game.WIDTH - 130, 15, Game.musicMuted() ? musicMuted : musicUnmuted);
music.setScale(4f);
soundtrack = Gdx.audio.newMusic(Gdx.files.internal("sound/soundtrack.wav"));
meteorDestroySound = Gdx.audio.newSound(Gdx.files.internal("sound/explosion.wav"));
soundtrack.setLooping(true);
if (!Game.musicMuted())
soundtrack.play();
//generating randomized background
Random r = new Random();
background = new Particle[r.nextInt(55 - 45) + 45];
for (int i = 0; i < background.length; i++) {
int size = r.nextInt(4) + 1;
int x = r.nextInt(Game.WIDTH);
int y = r.nextInt(Game.HEIGHT);
background[i] = new Particle(x, y, 0, 0, -1, new Color(207 / 255f, 187 / 255f, 20 / 255f, 1f), size);
}
}
示例14: create
import com.badlogic.gdx.utils.viewport.FitViewport; //导入方法依赖的package包/类
/***
* Initialisierung
*
* Diese Methode wird zum Start einmal aufgerufen.
* Hier werden alle benötigten Variablen initialisiert.
*/
@Override
public void create() {
Gdx.app.getApplicationLogger().log("INFO", "Init game...");
camera = new OrthographicCamera();
viewport = new FitViewport(1280, 720, camera);
viewport.apply();
gameState = new Splashscreen();
gameState.create(this);
inputMultiplexer = new InputMultiplexer();
Gdx.input.setInputProcessor(inputMultiplexer);
preferences = Gdx.app.getPreferences("de.entwicklerpages.java.schoolgame");
String fontName = "Cormorant";
if (!preferences.contains("use_pixel_font")) {
preferences.putBoolean("use_pixel_font", false);
preferences.flush();
}
if (preferences.getBoolean("use_pixel_font", false))
{
fontName = "VT323";
}
defaultFont = new BitmapFont(Gdx.files.internal("data/font/" + fontName + "_60.fnt"), false);
//defaultFont.getData().setScale(4); // Skalierung (sollte vermieden werden)
longTextFont = new BitmapFont(Gdx.files.internal("data/font/" + fontName + "_30.fnt"), false);
titleFont = new BitmapFont(Gdx.files.internal("data/font/" + fontName + "_76.fnt"), false);
if (shouldBeFullscreen())
{
Gdx.graphics.setFullscreenMode(Gdx.graphics.getDisplayMode());
Gdx.input.setCursorCatched(true);
} else if (preferences.contains("window_width") && preferences.contains("window_height")) {
Gdx.graphics.setWindowedMode(preferences.getInteger("window_width"), preferences.getInteger("window_height"));
}
Gdx.graphics.setVSync(shouldVSync());
audioManager = new AudioManager(this);
InputManager.getInstance().init(inputMultiplexer);
Gdx.app.getApplicationLogger().log("INFO", "Finished.");
}