本文整理汇总了Java中org.andengine.entity.primitive.Rectangle.setAlpha方法的典型用法代码示例。如果您正苦于以下问题:Java Rectangle.setAlpha方法的具体用法?Java Rectangle.setAlpha怎么用?Java Rectangle.setAlpha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.entity.primitive.Rectangle
的用法示例。
在下文中一共展示了Rectangle.setAlpha方法的7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: defineRectangularHitbox
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
/**
* Set the hitbox relatively to the Sprite
*
* @param xmin left distance to the sprite
* @param ymin top distance to the sprite
* @param width width of the hitbox
* @param height height of the hitbox
* @return this so this call can be inline
*/
public SpriteComponent defineRectangularHitbox(float xmin, float ymin, float width, float height) {
//sprite.setColor(Color.RED);
hitbox = new Rectangle(xmin, ymin, width, height, sprite.getVertexBufferObjectManager());
if (GameActivity.DEBUG_MODE) {
hitbox.setVisible(true); // to set to false
hitbox.setAlpha(10); // DON'T WORK
hitbox.setColor(Color.BLUE);
} else {
hitbox.setVisible(false);
}
sprite.attachChild(hitbox);
return this;
}
示例2: Pillar
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
public Pillar(float x, float y, TextureRegion reg, VertexBufferObjectManager vbom, PhysicsWorld physics) {
super(x, y);
pillarUp = new Sprite(0, shift, 96, 384, reg, vbom);
pillarUp.setFlippedVertical(true);
pillarUp.setAnchorCenterY(0);
attachChild(pillarUp);
pillarUpBody = PhysicsFactory.createBoxBody(physics, pillarUp, BodyType.StaticBody, Constants.WALL_FIXTURE);
pillarUpBody.setUserData(Constants.BODY_WALL);
pillarDown = new Sprite(0, -shift, 96, 384, reg, vbom);
pillarDown.setAnchorCenterY(1);
attachChild(pillarDown);
pillarDownBody = PhysicsFactory.createBoxBody(physics, pillarDown, BodyType.StaticBody, Constants.WALL_FIXTURE);
pillarDownBody.setUserData(Constants.BODY_WALL);
Rectangle r = new Rectangle(0, 0, 1, 9999, vbom); // just to make sure it's big
r.setColor(Color.GREEN);
r.setAlpha(0f);
attachChild(r);
scoreSensor = PhysicsFactory.createBoxBody(physics, r, BodyType.StaticBody, Constants.SENSOR_FIXTURE);
scoreSensor.setUserData(Constants.BODY_SENSOR);
}
示例3: initInfoMessageText
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
/**
* 戦闘ログテキスト初期化
*/
private void initInfoMessageText(IEntity entity) {
float width = getBaseScene().getWindowWidth() - (getBaseScene().getWindowWidth() / 10);
float height = 40;
Rectangle rectangle = getBaseScene().createRectangle(0, 0, width, height);
rectangle.setColor(Color.BLACK);
rectangle.setAlpha(0.5f);
rectangle.setZIndex(LayerZIndexType.TEXT_LAYER.getValue());
rectangle.setTag(INFO_MESSAGE_TEXT_TAG);
Text text = new Text(10, 10, getBaseScene().createFont(Typeface.DEFAULT, 20, Color.WHITE),
"000000000000000000000000000000000000000000000000000000000000000",
getBaseScene().getBaseActivity().getVertexBufferObjectManager());
rectangle.attachChild(text);
getBaseScene().placeToCenterX(rectangle, 10);
rectangle.setVisible(false);
entity.attachChild(rectangle);
}
示例4: createTextRectangle
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
public Rectangle createTextRectangle(String titleStr, Font titleFont, String detatilStr, Font detailFont,
VertexBufferObjectManager pVertexBufferObjectManager) {
Text titleText = new Text(0, 0, titleFont, titleStr,
pVertexBufferObjectManager);
Text detatilText = new Text(0, 0, detailFont, detatilStr,
pVertexBufferObjectManager);
titleText.setPosition(0, 0);
detatilText.setPosition(titleText.getX() + titleText.getWidth(), titleText.getY());
float textWidth = titleText.getWidth() + detatilText.getWidth();
float textHeight = titleText.getHeight();
Rectangle resultRectangle = new Rectangle(0, 0, textWidth, textHeight,
pVertexBufferObjectManager);
resultRectangle.setColor(Color.TRANSPARENT);
resultRectangle.setAlpha(0.0f);
resultRectangle.attachChild(titleText);
resultRectangle.attachChild(detatilText);
return resultRectangle;
}
示例5: showTargetCursor
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
/**
* ターゲットカーソル表示。
* @param actorPlayerDto アクター情報
*/
private void showTargetCursor(ActorPlayerDto actorPlayerDto) {
// TODO: ターゲットカーソルは後で画像を用意する
AnimatedSprite actorSprite = findActorSprite(actorPlayerDto.getPlayerId()).getPlayer();
Rectangle cursorRectangle = new Rectangle(actorSprite.getX(), actorSprite.getY(), 50, 50,
getBaseScene().getBaseActivity().getVertexBufferObjectManager());
cursorRectangle.setColor(Color.YELLOW);
cursorRectangle.setAlpha(0.5f);
cursorRectangle.setTag(TARGET_CURSOR_TAG);
mBaseLayer.attachChild(cursorRectangle);
}
示例6: onShowLayer
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
@Override
public void onShowLayer() {
rec = new Rectangle(WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT,
ResourceManager.getInstance().engine.getVertexBufferObjectManager());
rec.setAlpha(0f);
rec.setColor(0f, 0f, 0f);
attachChild(rec);
gameOver = new Text(WIDTH/2, HEIGHT/2,
ResourceManager.getInstance().fontXBig,
ResourceManager.getInstance().loadAndroidRes().getString(R.string.result_lose_game_over),
new TextOptions(HorizontalAlign.CENTER),
ResourceManager.getInstance().engine.getVertexBufferObjectManager());
attachChild(gameOver);
rec.registerEntityModifier(new FadeInModifier(5f));
// Timer:
timerHandler= new TimerHandler(GAME_OVER_TIME, new ITimerCallback()
{
@Override
public void onTimePassed(final TimerHandler pTimerHandler)
{
ResourceManager.getInstance().engine.unregisterUpdateHandler(timerHandler);
SceneManager.getInstance().hideLayer();
if(GameManager.DEBUG_MODE)
SceneManager.getInstance().showScene(new TestingScene());
else
SceneManager.getInstance().showScene(new MainMenuScene());
}
});
ResourceManager.getInstance().engine.registerUpdateHandler(timerHandler);
// Sound & Music;
// TODO: game over sound not ready (andengine bug)
SFXManager.playSound(ResourceManager.getInstance().gameOver);
SFXManager.playMusic(ResourceManager.getInstance().gameOverMusic);
}
示例7: onShowScene
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
/**
* Put all the objects in the scene.
*/
@Override
public void onShowScene() {
// Sets difficulty:
setTrialDiff(GameManager.getSelectedDiff());
// Sets trial:
GameManager.setCurrentTrial(GameManager.TRIAL_CUT);
bg = new SpriteBackground(new Sprite(WIDTH * 0.5f, HEIGHT * 0.5f,
ResourceManager.getInstance().cutBackground,
ResourceManager.getInstance().engine.getVertexBufferObjectManager()));
setBackground(bg);
mTree = new Tree(WIDTH * 0.5f, HEIGHT * 0.5f + 400);
candleLeft = new Candle(WIDTH * 0.5f - 500, HEIGHT * 0.5f + 200);
candleRight = new Candle(WIDTH * 0.5f + 500, HEIGHT * 0.5f + 200);
gameHUD = new GameHUD();
precisionBar = new PrecisionBar(200f, 100f, timeRound);
chrono = new Chronometer(WIDTH - 200, HEIGHT - 200, 10, 0);
mCharacter = new Character(WIDTH / 2 - 120, HEIGHT / 2);
mEyes = new Eyes();
blinkLayer = new Rectangle(WIDTH / 2, HEIGHT / 2, WIDTH, HEIGHT,
ResourceManager.getInstance().engine.getVertexBufferObjectManager());
blinkLayer.setAlpha(0f);
blinkLayer.setColor(1.0f, 1.0f, 1.0f);
mKatana = new Katana();
sweatDrop = new SweatDrop(mCharacter.getX() + SWEAT_DROP_X_SHIFT,
mCharacter.getY() + SWEAT_DROP_Y_SHIFT);
charSparkle = new CharSparkle(mCharacter.getX() + SPARKLE_X_SHIFT,
mCharacter.getY() + SPARKLE_Y_SHIFT);
headCharacterCut = new HeadCharacterCut(200f, 300f, GameManager.getSelectedCharacter());
setBackgroundEnabled(true);
attachChild(mTree);
attachChild(candleLeft);
attachChild(candleRight);
ResourceManager.getInstance().engine.getCamera().setHUD(gameHUD);
gameHUD.attachChild(precisionBar);
gameHUD.attachChild(chrono);
gameHUD.attachChild(headCharacterCut);
attachChild(mCharacter);
attachChild(mEyes);
attachChild(blinkLayer);
attachChild(mKatana);
attachChild(sweatDrop);
attachChild(charSparkle);
SFXManager.playMusic(ResourceManager.getInstance().trialCut);
readySequence();
}