本文整理汇总了Java中org.andengine.engine.camera.Camera.getHeight方法的典型用法代码示例。如果您正苦于以下问题:Java Camera.getHeight方法的具体用法?Java Camera.getHeight怎么用?Java Camera.getHeight使用的例子?那么恭喜您, 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org.andengine.engine.camera.Camera
的用法示例。
在下文中一共展示了Camera.getHeight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: onDraw
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
/**
* Draw this entity
*
* @param glState
* the current GL state
* @param camera
* the camera we are using
* @param scrollRate
* the rate of scrolling
*/
@SuppressLint("WrongCall") void onDraw(final GLState glState, final Camera camera, final float scrollRate)
{
glState.pushModelViewGLMatrix();
float cameraHeight = camera.getHeight();
float shapeHeightScaled = _shape.getHeightScaled();
float baseOffset = (scrollRate * _entityScrollRate) % shapeHeightScaled;
// NB: The math could be much more efficient than a while loop...
while (baseOffset > 0) {
baseOffset -= shapeHeightScaled;
}
glState.translateModelViewGLMatrixf(0, (-1 * baseOffset), 0);
float currentMaxY = baseOffset;
do {
_shape.onDraw(glState, camera);
glState.translateModelViewGLMatrixf(0, (-1 * shapeHeightScaled), 0);
currentMaxY += shapeHeightScaled;
}
while (currentMaxY < (cameraHeight + shapeHeightScaled));
glState.popModelViewGLMatrix();
}
示例2: drawOrthogonal
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
/**
* Call if this if the map is Orthogonal <br>
* This is the original unmodified orthogonal render.
*
* @param pGLState
* @param pCamera
*/
private void drawOrthogonal(final GLState pGLState, final Camera pCamera) {
final int tileColumns = this.mTileColumns;
final int tileRows = this.mTileRows;
final int tileWidth = this.mTMXTiledMap.getTileWidth();
final int tileHeight = this.mTMXTiledMap.getTileHeight();
final float scaledTileWidth = tileWidth * this.mScaleX;
final float scaledTileHeight = tileHeight * this.mScaleY;
final float[] cullingVertices = this.mCullingVertices;
final float layerMinX = cullingVertices[SpriteBatch.VERTEX_INDEX_X];
final float layerMinY = cullingVertices[SpriteBatch.VERTEX_INDEX_Y];
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
/* Determine the area that is visible in the camera. */
final float firstColumnRaw = (cameraMinX - layerMinX) / scaledTileWidth;
final int firstColumn = MathUtils.bringToBounds(0, tileColumns - 1, (int) Math.floor(firstColumnRaw));
final int lastColumn = MathUtils.bringToBounds(0, tileColumns - 1,
(int) Math.ceil(firstColumnRaw + cameraWidth / scaledTileWidth));
final float firstRowRaw = (cameraMinY - layerMinY) / scaledTileHeight;
final int firstRow = MathUtils.bringToBounds(0, tileRows - 1, (int) Math.floor(firstRowRaw));
final int lastRow = MathUtils.bringToBounds(0, tileRows - 1,
(int) Math.floor(firstRowRaw + cameraHeight / scaledTileHeight));
for (int row = firstRow; row <= lastRow; row++) {
for (int column = firstColumn; column <= lastColumn; column++) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(column, row) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
}
示例3: drawIsometricCullingLoop
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
/**
* This loops through all the tiles and checks if the centre location of the
* tile is within the screen space. <br>
* It doesn't loop through the TMXTile Arrays, instead it calculates the
* tile centre using maths. This is not the most efficient way to draw, but
* FPS is okish. <br>
* This calculates the tile location
*
* @param pGLState
* @param pCamera
*/
public void drawIsometricCullingLoop(final GLState pGLState, final Camera pCamera) {
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
final int tileColumns = this.mTileColumns;
final int tileRows = this.mTileRows;
final int yWholeMax = (int) (cameraMinY + cameraHeight);
final int yWholeMin = (int) cameraMinY;
final int xWholeMax = (int) (cameraMinX + cameraWidth);
final int xWholeMin = (int) cameraMinX;
for (int j = 0; j < tileRows; j++) {
for (int i = 0; i < tileColumns; i++) {
float[] isoCen = this.getIsoTileCentreAt(i, j);
if (isoCen[1] < yWholeMax && isoCen[1] > yWholeMin) {
if (isoCen[0] < xWholeMax && isoCen[0] > xWholeMin) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(i, j) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
}
}
}
示例4: drawIsometricCullingLoopExtra
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
/**
* This loops through all the tiles and checks if the centre location of the
* tile is within or partly in the screen space. <br>
* It doesn't loop through the TMXTile Arrays, instead it calculates the
* tile centre using maths. <br>
* This is not the most efficient way to draw, but FPS is okish.
*
* @param pGLState
* @param pCamera
*/
public void drawIsometricCullingLoopExtra(final GLState pGLState, final Camera pCamera) {
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
final int tileColumns = this.mTileColumns;
final int tileRows = this.mTileRows;
final float tileHeight = this.mTMXTiledMap.getTileHeight();
final float tileWidth = this.mTMXTiledMap.getTileWidth();
final int yWholeMax = (int) (cameraMinY + cameraHeight);
final int yWholeMin = (int) cameraMinY;
final int yPartialMax = (int) (yWholeMax + tileHeight);
final int yPartialMin = (int) (yWholeMin - tileHeight);
final int xWholeMax = (int) (cameraMinX + cameraWidth);
final int xWholeMin = (int) cameraMinX;
final int xPartialMax = (int) (xWholeMax + tileWidth);
final int xPartialMin = (int) (xWholeMin - tileWidth);
final float[] cullingVertices = this.mCullingVertices;
for (int j = 0; j < tileRows; j++) {
for (int i = 0; i < tileColumns; i++) {
float[] isoCen = this.getIsoTileCentreAt(i, j);
if (isoCen[1] < yWholeMax && isoCen[1] > yWholeMin || isoCen[1] < yPartialMax
&& isoCen[1] > yPartialMin) {
if (isoCen[0] < xWholeMax && isoCen[0] > xWholeMin || isoCen[0] < xPartialMax
&& isoCen[0] > xPartialMin) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(i, j) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
}
}
}
示例5: clipForHUD
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
/**
* Perform clipping using HUD coordinate transformations
* @param pGLState
* @param pCamera
*/
private void clipForHUD(GLState pGLState, Camera pCamera) {
float[] coordinates = this.getParent().convertLocalCoordinatesToSceneCoordinates(this.mX, this.mY, new float[2]);
float[] size = this.getParent().convertLocalCoordinatesToSceneCoordinates(this.mWidth, this.mHeight, new float[2]);
final float zoom = ((ZoomCamera)pCamera).getZoomFactor();
final float screenRatioX = pCamera.getSurfaceWidth()/pCamera.getWidth();
final float screenRatioY = pCamera.getSurfaceHeight()/pCamera.getHeight();
final float left = (this.mX - (this.mWidth/2)) * screenRatioX / zoom;
final float bottom = (this.mY - (this.mHeight/2)) * screenRatioY / zoom;
final float width = this.mWidth * screenRatioX / zoom;
final float height = this.mHeight * screenRatioY / zoom;
if (print_debug) {
Debug.d("Scrollable X: " + this.mX);
Debug.d("Scrollable Y: " + this.mY);
Debug.d("Scrollable W: " + this.mWidth);
Debug.d("Scrollable H: " + this.mHeight);
Debug.d("Scrollable x,y: "+coordinates[Constants.VERTEX_INDEX_X]+","+coordinates[Constants.VERTEX_INDEX_Y]);
Debug.d("Scrollable w,h: " + size[Constants.VERTEX_INDEX_X]+","+size[Constants.VERTEX_INDEX_Y]);
Debug.d("clipForHUD: GLES20.glScissor("+left+", "+bottom+", "+width+", "+height+")");
Debug.d("Scrollable camera zoom: " + zoom);
Debug.d("Scrollable screenRatioX: " + pCamera.getSurfaceWidth()/pCamera.getWidth());
Debug.d("Scrollable screenRatioY: " + pCamera.getSurfaceHeight()/pCamera.getHeight());
print_debug = false;
}
GLES20.glScissor((int)left, (int)bottom, (int)width, (int)height);
// Math.round(((clipX + point.x)) * screenRatioX),
// Math.round((cameraH - ((clipY + point.y) + clipH)) * screenRatioY),
// Math.round(clipW * screenRatioX),
// Math.round(clipH * screenRatioY));
}
示例6: clipToProgress
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
private void clipToProgress(GLState pGLState, Camera pCamera) {
final float zoom = ((ZoomCamera)pCamera).getZoomFactor();
final float screenRatioX = pCamera.getSurfaceWidth()/pCamera.getWidth();
final float screenRatioY = pCamera.getSurfaceHeight()/pCamera.getHeight();
final float left = (this.mX - (this.mWidth/2)) * screenRatioX / zoom;
final float bottom = (this.mY - (this.mHeight/2)) * screenRatioY / zoom;
final float width = (this.mWidth * screenRatioX / zoom) * this.progress;
final float height = this.mHeight * screenRatioY / zoom;
GLES20.glScissor((int) left, (int) bottom, (int) width, (int) height);
}
示例7: createCameraWalls
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
protected void createCameraWalls(boolean up, boolean right, boolean down, boolean left, boolean masked) {
final Camera camera = activity.getCamera();
final float camWidth = camera.getWidth();
final float camHeight = camera.getHeight();
final float wallDepth = 10;
final float centerX = camWidth / 2;
final float centerY = camHeight / 2;
if (down) createWall(centerX, camHeight + wallDepth / 2, camWidth, wallDepth, Wall.Type.BOTTOM, masked);
if (up) createWall(centerX, -wallDepth / 2, camWidth, wallDepth, Wall.Type.TOP, masked);
if (left) createWall(-wallDepth / 2, centerY, wallDepth, camHeight, Wall.Type.LEFT, masked);
if (right) createWall(camWidth + wallDepth / 2, centerY, wallDepth, camHeight, Wall.Type.RIGHT, masked);
}
示例8: drawIsometricCullingTiledSource
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
/**
* Culling method taken from method paintLayer in IsoMapView.java from Tiled
* 0.7.2 source code. <br>
* Not to dissimilar to the function drawTileLayer in isometricrenderer.cpp
* from Tiled 0.8.0 source code. <br>
* Slight performance gain and draws tiles in a different order than the
* others, this does not appear to cause any problems. The tiles original Z
* order are unaffected. <br>
* Copyright 2009-2011, Thorbjorn Lindeijer <[email protected]>
*
* @param pGLState
* @param pCamera
*/
public void drawIsometricCullingTiledSource(final GLState pGLState, final Camera pCamera) {
/*
* Copyright 2009-2011, Thorbjorn Lindeijer <[email protected]>
* <br><a href="http://sourceforge.net/projects/tiled/files/Tiled/0.7.2/tiled-0.7.2-src.zip/">Tiled 0.7.2 source code zip</a>
* <br><a href="https://github.com/bjorn/tiled/blob/master/src/libtiled/isometricrenderer.cpp">Tiled 0.8.0 source code - isometricrenderer.cpp on Github</a>
* Copied across and changed slightly by Paul Robinson.
* Changes being using an int array rather than Point object,
* The original Tiled Java source code used Point objects.
*/
final int tileWidth = this.mTMXTiledMap.getTileWidth();
final int tileHeight = this.mTMXTiledMap.getTileHeight();
/*
* Since using AnchorCenter camera Y min is bottom left, so add the camera height
*/
final float cameraMinX = pCamera.getXMin();
final float cameraMinY = pCamera.getYMin() + pCamera.getHeight();
final float cameraWidth = pCamera.getWidth();
final float cameraHeight = pCamera.getHeight();
final float pY = cameraMinY < 0 ? Math.abs(cameraMinY) : 0 - cameraMinY;
int[] rowItr = this.screenToTileCoords(cameraMinX, pY);
rowItr[0]--;
/*
* Determine area to draw from clipping rectangle
* Row calculation has changed
*/
int columns = (int) (cameraWidth / tileWidth + 3);
int rows = (int) (cameraHeight / (tileHeight/2) + 4);
// Draw this map layer
for (int y = 0; y < rows; y++) {
int[] columnItr = { rowItr[0], rowItr[1] };
for (int x = 0; x < columns; x++) {
if (columnItr[0] >= 0 && columnItr[0] < this.mTileColumns) {
if (columnItr[1] >= 0 && columnItr[1] < this.mTileRows) {
this.mSpriteBatchVertexBufferObject.draw(GLES20.GL_TRIANGLE_STRIP,
this.getSpriteBatchIndex(columnItr[0], columnItr[1]) * SpriteBatch.VERTICES_PER_SPRITE,
SpriteBatch.VERTICES_PER_SPRITE);
}
}
// Advance to the next tile
columnItr[0]++;
columnItr[1]--;
}
if ((y & 1) > 0) {
rowItr[0]++;
} else {
rowItr[1]++;
}
}
}
示例9: initViews
import org.andengine.engine.camera.Camera; //导入方法依赖的package包/类
public void initViews(final ResourceManager pResourceManager, final Camera pCamera) {
final float cameraHeight = pCamera.getHeight();
final float cameraWidth = pCamera.getWidth();
mRacer = new Racer(GameActivity.NUM_OF_LIVES, cameraWidth, cameraHeight, pResourceManager.mRaceCarRegion, mContext.getVertexBufferObjectManager());
mRacer.setY(cameraHeight - mRacer.getHeight() - 15f);
final int textOffsetX = (int) (cameraWidth * RACE_TRACK_WIDTH) + 20;
// scores
mHighScore = new Text(textOffsetX, 100, pResourceManager.mGameFont, "High Score\n 0123456789", new TextOptions(HorizontalAlign.LEFT), mContext.getVertexBufferObjectManager());
mHighScore.setText("High Score \n " + Persistance.getHighScore(mContext));
mScore = new Text(textOffsetX, 180, pResourceManager.mGameFont, "Score \n0123456789", mContext.getVertexBufferObjectManager());
mLives = new Text(textOffsetX, 260, pResourceManager.mGameFont, "Lives \n01234556789", mContext.getVertexBufferObjectManager());
mLives.setText("Lives \n " + mRacer.mLivesLeft);
mLevel = new Text(textOffsetX, 340, pResourceManager.mGameFont, "Level\n 0123456789", mContext.getVertexBufferObjectManager());
mScore.setText("Score \n 0");
// menus
mPlayText = new Text(cameraWidth / 2, cameraHeight / 3, pResourceManager.mGamePlayFont, "Play", 5, new TextOptions(HorizontalAlign.CENTER), mContext.getVertexBufferObjectManager());
mLevelText = new Text(cameraWidth / 2, cameraHeight / 3 + mPlayText.getHeight() + 40f, pResourceManager.mGamePlayFont, "Level", 5, new TextOptions(HorizontalAlign.CENTER),
mContext.getVertexBufferObjectManager());
mHelpText = new Text(cameraWidth / 2, cameraHeight / 3 + mLevelText.getHeight() + mPlayText.getHeight() + 80f, pResourceManager.mGamePlayFont, "Help", 4, new TextOptions(
HorizontalAlign.CENTER), mContext.getVertexBufferObjectManager());
// game over
mExplosionSprite = new Sprite(-500f, mRacer.getY(), pResourceManager.mExplosionRegion, mContext.getVertexBufferObjectManager());
mGameOverText = new Text(cameraWidth / 2, cameraHeight / 3, pResourceManager.mGamePlayFont, "Score", 5, new TextOptions(HorizontalAlign.CENTER), mContext.getVertexBufferObjectManager());
mGameOverScoreText = new Text(cameraWidth / 2, cameraHeight / 3 + mGameOverText.getHeight() + 40, pResourceManager.mGamePlayFont, " 0123456789", 12, new TextOptions(HorizontalAlign.CENTER),
mContext.getVertexBufferObjectManager());
mExplosionSprite.setCullingEnabled(true);
mExplosionSprite.setZIndex(3);
mPlayText.setAlpha(0.7f);
mHelpText.setAlpha(0.7f);
mLevelText.setAlpha(0.7f);
mGameOverText.setAlpha(0.7f);
mGameOverScoreText.setAlpha(0.7f);
mGameOverText.setColor(mGameOverTextColor);
mGameOverScoreText.setColor(mGameOverTextColor);
mPlayText.setZIndex(6);
mLevelText.setZIndex(6);
mHelpText.setZIndex(6);
mGameOverText.setZIndex(7);
mGameOverScoreText.setZIndex(7);
placeCenter(mPlayText, pCamera);
placeCenter(mHelpText, pCamera);
placeCenter(mLevelText, pCamera);
placeCenter(mGameOverText, pCamera);
placeCenter(mGameOverScoreText, pCamera);
registerTouchArea(mHelpText);
registerTouchArea(mPlayText);
registerTouchArea(mLevelText);
attachChild(mHelpText);
attachChild(mPlayText);
attachChild(mLevelText);
attachChild(mHighScore);
attachChild(mScore);
attachChild(mLives);
attachChild(mLevel);
attachChild(mRacer);
attachChild(mExplosionSprite);
sortChildren();
}