本文整理汇总了Java中com.watabou.noosa.Game.height方法的典型用法代码示例。如果您正苦于以下问题:Java Game.height方法的具体用法?Java Game.height怎么用?Java Game.height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.watabou.noosa.Game
的用法示例。
在下文中一共展示了Game.height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: PixelCamera
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public PixelCamera(float zoom) {
super(
(int) (Game.width - Math.ceil(Game.width / zoom) * zoom) / 2,
(int) (Game.height - Math.ceil(Game.height / zoom) * zoom) / 2,
(int) Math.ceil(Game.width / zoom), (int) Math
.ceil(Game.height / zoom), zoom);
fullScreen = true;
}
示例2: resize
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public void resize(int w, int h) {
this.width = w;
this.height = h;
chrome.size(width + chrome.marginHor(), height + chrome.marginVer());
camera.resize((int) chrome.width, (int) chrome.height);
camera.x = (int) (Game.width - camera.screenWidth()) / 2;
camera.y = (int) (Game.height - camera.screenHeight()) / 2;
shadow.boxRect(camera.x / camera.zoom, camera.y / camera.zoom,
chrome.width(), chrome.height);
}
示例3: update
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public void update( MotionEvent e, int index ) {
float x = e.getX( index );
float y = e.getY( index );
x /= (Game.dispWidth / (float)Game.width);
y /= (Game.dispHeight / (float)Game.height);
current.set( x, y );
}
示例4: PixelCamera
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public PixelCamera( float zoom ) {
super(
(int)(Game.width - Math.ceil( Game.width / zoom ) * zoom) / 2,
(int)(Game.height - Math.ceil( Game.height / zoom ) * zoom) / 2,
(int)Math.ceil( Game.width / zoom ),
(int)Math.ceil( Game.height / zoom ), zoom );
fullScreen = true;
}
示例5: resize
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public void resize( int w, int h ) {
this.width = w;
this.height = h;
chrome.size(
width + chrome.marginHor(),
height + chrome.marginVer() );
camera.resize( (int)chrome.width, (int)chrome.height );
camera.x = (int)(Game.width - camera.screenWidth()) / 2;
camera.y = (int)(Game.height - camera.screenHeight()) / 2;
camera.y += yOffset * camera.zoom;
shadow.boxRect( camera.x / camera.zoom, camera.y / camera.zoom, chrome.width(), chrome.height );
}
示例6: resize
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public void resize( int w, int h ) {
this.width = w;
this.height = h;
chrome.size(
width + chrome.marginHor(),
height + chrome.marginVer() );
camera.resize( (int)chrome.width, (int)chrome.height );
camera.x = (int)(Game.width - camera.screenWidth()) / 2;
camera.y = (int)(Game.height - camera.screenHeight()) / 2;
shadow.boxRect( camera.x / camera.zoom, camera.y / camera.zoom, chrome.width(), chrome.height );
}
示例7: create
import com.watabou.noosa.Game; //导入方法依赖的package包/类
@Override
public void create() {
super.create();
GameScene.scene = null;
float minWidth, minHeight;
if (ShatteredPixelDungeon.landscape()) {
minWidth = MIN_WIDTH_L;
minHeight = MIN_HEIGHT_L;
} else {
minWidth = MIN_WIDTH_P;
minHeight = MIN_HEIGHT_P;
}
maxDefaultZoom = (int) Math.min(Game.width / minWidth, Game.height / minHeight);
maxScreenZoom = (int) Math.min(Game.dispWidth / minWidth, Game.dispHeight / minHeight);
maxDefaultZoom = (int) Math.min(Game.width / minWidth, Game.height / minHeight);
defaultZoom = ShatteredPixelDungeon.scale();
if (defaultZoom < Math.ceil(Game.density * 2) || defaultZoom > maxDefaultZoom) {
defaultZoom = (int) Math.ceil(Game.density * 2.5);
while ((
Game.width / defaultZoom < minWidth ||
Game.height / defaultZoom < minHeight
&& defaultZoom > 1)) {
defaultZoom--;
}
}
minZoom = 1;
maxZoom = defaultZoom * 2;
Camera.reset(new PixelCamera(defaultZoom));
float uiZoom = defaultZoom;
uiCamera = Camera.createFullscreen(uiZoom);
Camera.add(uiCamera);
if (font1x == null) {
// 3x5 (6)
font1x = Font.colorMarked(BitmapCache.get(Assets.FONTS1X),
0x00000000, BitmapText.Font.LATIN_FULL);
font1x.baseLine = 6;
font1x.tracking = -1;
// 5x8 (10)
font15x = Font.colorMarked(BitmapCache.get(Assets.FONTS15X), 12,
0x00000000, BitmapText.Font.LATIN_FULL);
font15x.baseLine = 9;
font15x.tracking = -1;
// 6x10 (12)
font2x = Font.colorMarked(BitmapCache.get(Assets.FONTS2X), 14,
0x00000000, BitmapText.Font.LATIN_FULL);
font2x.baseLine = 11;
font2x.tracking = -1;
// 7x12 (15)
font25x = Font.colorMarked(BitmapCache.get(Assets.FONTS25X), 17,
0x00000000, BitmapText.Font.LATIN_FULL);
font25x.baseLine = 13;
font25x.tracking = -1;
// 9x15 (18)
font3x = Font.colorMarked(BitmapCache.get(Assets.FONTS3X), 22,
0x00000000, BitmapText.Font.LATIN_FULL);
font3x.baseLine = 17;
font3x.tracking = -2;
}
}
示例8: create
import com.watabou.noosa.Game; //导入方法依赖的package包/类
@Override
public void create() {
super.create();
GameScene.scene = null;
float minWidth, minHeight;
if (UNISTPixelDungeon.landscape()) {
minWidth = MIN_WIDTH_L;
minHeight = MIN_HEIGHT_L;
} else {
minWidth = MIN_WIDTH_P;
minHeight = MIN_HEIGHT_P;
}
maxDefaultZoom = (int)Math.min(Game.width/minWidth, Game.height/minHeight);
maxScreenZoom = (int)Math.min(Game.dispWidth/minWidth, Game.dispHeight/minHeight);
defaultZoom = UNISTPixelDungeon.scale();
if (defaultZoom < Math.ceil( Game.density * 2 ) || defaultZoom > maxDefaultZoom){
defaultZoom = (int)Math.ceil( Game.density * 2.5 );
while ((
Game.width / defaultZoom < minWidth ||
Game.height / defaultZoom < minHeight
) && defaultZoom > 1) {
defaultZoom--;
}
}
minZoom = 1;
maxZoom = defaultZoom * 2;
Camera.reset( new PixelCamera( defaultZoom ) );
float uiZoom = defaultZoom;
uiCamera = Camera.createFullscreen( uiZoom );
Camera.add( uiCamera );
if (pixelFont == null) {
// 3x5 (6)
pixelFont = Font.colorMarked(
BitmapCache.get( Assets.PIXELFONT), 0x00000000, BitmapText.Font.LATIN_FULL );
pixelFont.baseLine = 6;
pixelFont.tracking = -1;
// 9x15 (18)
font1x = Font.colorMarked(
BitmapCache.get( Assets.FONT1X), 22, 0x00000000, BitmapText.Font.LATIN_FULL );
font1x.baseLine = 17;
font1x.tracking = -2;
font1x.texture.filter(Texture.LINEAR, Texture.LINEAR);
//font1x double scaled
font2x = Font.colorMarked(
BitmapCache.get( Assets.FONT2X), 44, 0x00000000, BitmapText.Font.LATIN_FULL );
font2x.baseLine = 38;
font2x.tracking = -4;
font2x.texture.filter(Texture.LINEAR, Texture.NEAREST);
}
}
示例9: Touch
import com.watabou.noosa.Game; //导入方法依赖的package包/类
public Touch( MotionEvent e, int index ) {
float x = e.getX( index );
float y = e.getY( index );
x /= (Game.dispWidth / (float)Game.width);
y /= (Game.dispHeight / (float)Game.height);
start = new PointF( x, y );
current = new PointF( x, y );
down = true;
}