本文整理汇总了Java中org.andengine.entity.primitive.Rectangle.setColor方法的典型用法代码示例。如果您正苦于以下问题:Java Rectangle.setColor方法的具体用法?Java Rectangle.setColor怎么用?Java Rectangle.setColor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.setColor方法的15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: HealthBar
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
public HealthBar(Enemy parent, VertexBufferObjectManager pVertexBufferObjectManager) {
super(parent.mCenterX - (WIDTH + BORDER_THICKNESS * 2) / 2, parent.mCenterY - YOFFSET - BORDER_THICKNESS, WIDTH + BORDER_THICKNESS * 2, HEIGHT + BORDER_THICKNESS * 2, pVertexBufferObjectManager);
// set variables
mParent = parent;
setColor(0.3f, 0.3f, 0.3f);
setZIndex(800);
TowerDefense.mSceneManager.getCurrentLevel().attachChild(this);
// set background
mHealthBackground = new Rectangle(mParent.mCenterX - WIDTH / 2, mParent.mCenterY - YOFFSET, WIDTH, HEIGHT, getVertexBufferObjectManager());
mHealthBackground.setColor(220f/255, 25f/255, 25f/255);
mHealthBackground.setZIndex(801);
TowerDefense.mSceneManager.getCurrentLevel().attachChild(mHealthBackground);
// set foreground
mHealthForeground = new Rectangle(mParent.mCenterX - WIDTH / 2, mParent.mCenterY - YOFFSET, WIDTH, HEIGHT, getVertexBufferObjectManager());
mHealthForeground.setColor(100f/255, 220f/255, 20f/255);
mHealthForeground.setZIndex(802);
TowerDefense.mSceneManager.getCurrentLevel().attachChild(mHealthForeground);
}
示例2: generateDiamond
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
/**
* Generate a diamond centered on the desired position.
* @param x the x position
* @param y the y position
* @return The entity corresponding to the created diamond.
*/
public Entity generateDiamond(float x, float y, float frequency) {
Sprite sDiamond = new Sprite(x , y, this.spriteLoader.getDiamondTextureRegion(), this.vertextBufferObjectManager);
sDiamond.setX(sDiamond.getX() - sDiamond.getWidth()/2);
sDiamond.setY(sDiamond.getY() - sDiamond.getHeight()/2);
Entity diamond = this.em.createEntity();
this.em.addComponentToEntity(new SpriteComponent(sDiamond, true), diamond);
Rectangle currLifeRect = new Rectangle(26, 242, 370, 80, this.vertextBufferObjectManager);
currLifeRect.setColor(0.8f, 0.2f, 0.2f);
Rectangle maxLifeRect = new Rectangle(26, 242, 370, 80, this.vertextBufferObjectManager);
maxLifeRect.setColor(0.79f, 0.79f, 0.79f);
this.em.addComponentToEntity(new DiamondComponent(frequency, 20, currLifeRect, maxLifeRect), diamond);
return diamond;
}
示例3: AbstractSkillComponent
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
/**
* Constructor.
* @param sprite the animation sprite
* @param cooldown the cooldown of the attack
*/
public AbstractSkillComponent(Sprite sprite, Sprite frame, float cooldown, VertexBufferObjectManager vb) {
this.iconSprite = sprite;
this.iconSprite.setZIndex(10);
this.iconFrame = frame;
this.iconFrame.setZIndex(12);
this.cooldown = cooldown;
this.ready = true;
Rectangle cooldownRect = new Rectangle(sprite.getX() + 3, sprite.getY() + 3, sprite.getWidth() -6 , sprite.getHeight() - 6, vb);
cooldownRect.setColor(0, 0, 0, 0.5f);
this.cooldownRectangle = cooldownRect;
this.cooldownRectangle.setZIndex(11);
this.cooldownRectangle.setVisible(false);
this.cooldownRectangeMaxHeight = cooldownRect.getHeight();
}
示例4: 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5: addRectangles
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
private void addRectangles() {
Rectangle rectangleScore = new Rectangle(0, (float) (camera.getHeight() * 0.45), camera.getWidth(),
textFieldHeight, vbom);
rectangleScore.setColor(0, 102 / 255f, 255 / 255f);
attachChild(rectangleScore);
Rectangle rectangleLevel = new Rectangle(0, rectangleScore.getY() + textFieldHeight, camera.getWidth(),
rectangleScore.getHeight(), vbom);
rectangleLevel.setColor(YELLOW);
attachChild(rectangleLevel);
if (justPlayScoreService.getHighscore() != null) {
Rectangle rectangleHighscore = new Rectangle(0, rectangleLevel.getY() + textFieldHeight, camera.getWidth(),
textFieldHeight, vbom);
rectangleHighscore.setColor(153 / 255f, 102 / 255f, 0);
attachChild(rectangleHighscore);
}
}
示例6: 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7: 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8: 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9: initializeWarningFlash
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
private void initializeWarningFlash() {
gameViewBackground = new Rectangle(0f, getTileSceneStartY() + spacePerTile, camera.getWidth(),
camera.getWidth(), vbom);
gameViewBackground.setColor(1f, 1f, 1f, 0f);
attachChild(gameViewBackground);
}
示例10: addRectangles
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
private void addRectangles() {
Rectangle rectangleScore = new Rectangle(0, (float) (camera.getHeight() * 0.45), camera.getWidth(),
camera.getHeight() * 0.085f, vbom);
rectangleScore.setColor(0, 102 / 255f, 255 / 255f);
attachChild(rectangleScore);
Rectangle rectangleTime = new Rectangle(0, (float) (camera.getHeight() * 0.6), camera.getWidth(),
camera.getHeight() * 0.17f, vbom);
rectangleTime.setColor(153 / 255f, 0, 0);
attachChild(rectangleTime);
}
示例11: createEntityFactory
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
private static IEntityFactory<Rectangle> createEntityFactory(final VertexBufferObjectManager vbom) {
return new IEntityFactory<Rectangle>() {
@Override
public Rectangle create(final float pX, final float pY) {
Rectangle rectangle = new Rectangle(pX, pY, 30, 15, vbom);
rectangle.setColor(COLOR_MAP[getRandomBetweenZeroAndThree()]);
rectangle.registerEntityModifier(new RotationModifier(7f, (float) Math.random() * 360,
(7 - (float) Math.random() * 15) * 360));
rectangle.registerEntityModifier(new AlphaModifier(4f, 0.7f, 0f));
return rectangle;
}};
}
示例12: 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13: PowerBar
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
public PowerBar(float posX, float posY, int minPower, int maxPower) {
this.minPower = minPower;
this.maxPower = maxPower;
bar = new Sprite(posX, posY, ResourceManager.getInstance().hudPowerBarPush,
ResourceManager.getInstance().engine.getVertexBufferObjectManager());
rect = new Rectangle(posX, posY, rectWidth, rectHeight,
ResourceManager.getInstance().engine.getVertexBufferObjectManager());
rect.setColor(0f, 0f, 0f);
rect.setScaleCenterY(1);
attachChild(bar);
attachChild(rect);
}
示例14: 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15: init
import org.andengine.entity.primitive.Rectangle; //导入方法依赖的package包/类
public void init(ActorPlayerDto player, ActorPlayerDto enemy, BattleInitType pBattleInitType) {
Log.d("BattlePart", player.toString());
Log.d("BattlePart", enemy.toString());
changeState(BattleStateType.INIT);
mBattleInitType = pBattleInitType;
mPlayerList = new ArrayList<ActorPlayerDto>();
mEnemyList = new ArrayList<ActorPlayerDto>();
mPlayerList.add(player);
mEnemyList.add(enemy);
// 上に重ねる用にBaseを用意
mBaseLayer = new Rectangle(0, 0,
getBaseScene().getWindowWidth(), getBaseScene().getWindowHeight(),
getBaseScene().getBaseActivity().getVertexBufferObjectManager());
mBaseLayer.setColor(Color.TRANSPARENT);
initDamageText(mBaseLayer);
initInfoMessageText(mBaseLayer);
// 背景表示
initBackground();
// 背景画像の都合で表示位置が決まる
float acotrBaseY = getBaseScene().getWindowHeight() / 2;
// キャラ表示
ActorBattleSprite playerSprite = new ActorBattleSprite(player, getBaseScene(), 0, 0, 64, 64);
playerSprite.setSize(64, 64);
playerSprite.setTag(player.getPlayerId());
// 右上から表示
playerSprite.setPosition(getBaseScene().getWindowWidth() -
(getBaseScene().getWindowWidth() / 8) -
playerSprite.getWidth(),
acotrBaseY);
mBaseLayer.attachChild(playerSprite);
// キャラ表示
ActorBattleSprite enemySprite = new ActorBattleSprite(enemy, getBaseScene(), 0, 0, 64, 64);
enemySprite.setSize(64, 64);
enemySprite.setTag(enemy.getPlayerId());
// 左上から表示
enemySprite.setPosition(getBaseScene().getWindowWidth() / 8,
acotrBaseY);
mBaseLayer.attachChild(enemySprite);
// 攻撃エフェクトを用意
// TODO: ファイル固定にしているけど、wewaponImgResIdでから引っ張れるようにする
AnimatedSprite playerAttackEffectSprite = getBaseScene().getResourceAnimatedSprite(
"effect/rapier.png", 5, 4);
playerAttackEffectSprite.setVisible(false);
playerAttackEffectSprite.setTag(ACTOR_ATTACK_EFFETC_TAG + player.getEquipDto().getWeaponImgResId());
mBaseLayer.attachChild(playerAttackEffectSprite);
AnimatedSprite enemyAttackEffectSprite = getBaseScene().getResourceAnimatedSprite(
"effect/shock.png", 5, 2);
enemyAttackEffectSprite.setVisible(false);
enemyAttackEffectSprite.setColor(Color.YELLOW);
enemyAttackEffectSprite.setTag(ACTOR_ATTACK_EFFETC_TAG + enemy.getEquipDto().getWeaponImgResId());
mBaseLayer.attachChild(enemyAttackEffectSprite);
// ベースレイヤをattach
getBaseScene().attachChild(mBaseLayer);
mBaseLayer.sortChildren();
changeState(BattleStateType.START);
}