本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.DEFAULT_CHARS屬性的典型用法代碼示例。如果您正苦於以下問題:Java FreeTypeFontGenerator.DEFAULT_CHARS屬性的具體用法?Java FreeTypeFontGenerator.DEFAULT_CHARS怎麽用?Java FreeTypeFontGenerator.DEFAULT_CHARS使用的例子?那麽, 這裏精選的屬性代碼示例或許可以為您提供幫助。您也可以進一步了解該屬性所在類com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator
的用法示例。
在下文中一共展示了FreeTypeFontGenerator.DEFAULT_CHARS屬性的7個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: generateFiles
/**
* Convenience method for generating a font, and then writing the fnt and
* png files. Writing a generated font to files allows the possibility of
* only generating the fonts when they are missing, otherwise loading from a
* previously generated file.
*
* @param fontFile
* @param fontSize
* @param destiny
*/
private void generateFiles(String fontName, FileHandle fontFile,
int fontSize, int pageWidth, int pageHeight, FileHandle destiny) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight,
Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontParameter param = new FreeTypeFontParameter();
param.packer = packer;
param.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
param.size = fontSize;
param.flip = false;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator
.generateData(param);
saveFontToFile(fontData, fontSize, fontName, packer, destiny);
generator.dispose();
packer.dispose();
}
示例2: getFont
/**
* Retrieve the desired font and size (may load the font
* if not cached).
*
* @param alias
* @param size
* @return the font
*/
private BitmapFont getFont(String alias, int size) {
BitmapFont font = null;
String mask = alias + ":" + size;
if(this.fonts.containsKey(mask)) {
font = this.fonts.get(mask);
}
else if(this.generators.containsKey(alias)) {
FreeTypeFontParameter params = new FreeTypeFontParameter();
params.size = size;
params.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
params.flip = true;
params.magFilter = TextureFilter.Linear;
params.minFilter = TextureFilter.Linear;
font = this.generators.get(alias).generateFont(params);
this.fonts.put(mask, font);
}
return font;
}
示例3: generateFontWriteFiles
/** Convenience method for generating a font, and then writing the fnt and png files.
* Writing a generated font to files allows the possibility of only generating the fonts when they are missing, otherwise
* loading from a previously generated file.
* @param fontFile
* @param fontSize
*/
private BitmapFont generateFontWriteFiles(String fontName, FileHandle fontFile, int fontSize, int pageWidth, int pageHeight) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight, Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = fontSize;
parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
parameter.packer = packer;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator.generateData(parameter);//(fontSize, FreeTypeFontGenerator.DEFAULT_CHARS, false, packer);
Array<PixmapPacker.Page> pages = packer.getPages();
Array<TextureRegion> texRegions = new Array<TextureRegion>(pageSize);
for (int i=0; i<pages.size; i++) {
PixmapPacker.Page p = pages.get(i);
Texture tex = new Texture(new PixmapTextureData(p.getPixmap(), p.getPixmap().getFormat(), false, false, true)) {
@Override
public void dispose () {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
texRegions.add(new TextureRegion(tex));
}
BitmapFont font = new BitmapFont(fontData,texRegions,false); //fontData, texRegions, false);
saveFontToFile(font, fontSize, fontName, packer);
generator.dispose();
packer.dispose();
return font;
}
示例4: generateFont
private BitmapFont generateFont(String fontName, int fontSize) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal(PATH + fontName + FORMAT));
FreeTypeFontParameter parameter = new FreeTypeFontParameter();
parameter.size = fontSize;
parameter.color = com.badlogic.gdx.graphics.Color.GREEN;
parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
BitmapFont product = generator.generateFont(parameter);
generator.dispose();
return product;
}
示例5: generateFontWriteFiles
/** Convenience method for generating a font, and then writing the fnt and png files.
* Writing a generated font to files allows the possibility of only generating the fonts when they are missing, otherwise
* loading from a previously generated file.
* @param fontFile
* @param fontSize
*/
private BitmapFont generateFontWriteFiles(String fontName, FileHandle fontFile, int fontSize, int pageWidth, int pageHeight) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight, Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontParameter parameter = new FreeTypeFontParameter();
parameter.size = fontSize;
parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
parameter.flip = false;
parameter.packer = packer;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator.generateData(parameter);
Array<PixmapPacker.Page> pages = packer.getPages();
Array<TextureRegion> texRegions = new Array<>();
for (int i = 0; i < pages.size; i++) {
PixmapPacker.Page p = pages.get(i);
Texture tex = new Texture(
new PixmapTextureData(p.getPixmap(), p.getPixmap().getFormat(), false, false, true)) {
@Override
public void dispose() {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
texRegions.add(new TextureRegion(tex));
}
BitmapFont font = new BitmapFont((BitmapFont.BitmapFontData) fontData, texRegions, false);
saveFontToFile(font, fontSize, fontName, packer);
generator.dispose();
packer.dispose();
return font;
}
示例6: loadAssets
@Override
public void loadAssets()
{
loader.parseLevel(world);
for (Maryo.MaryoState ms : Maryo.MaryoState.values())
{
game.assets.manager.load("data/maryo/" + ms.toString() + ".pack", TextureAtlas.class);
}
game.assets.manager.load("data/animation/fireball.pack", TextureAtlas.class);
game.assets.manager.load("data/animation/particles/fireball_emitter_2.p", ParticleEffect.class, game.assets.particleEffectParameter);
game.assets.manager.load("data/animation/particles/fireball_explosion_emitter.p", ParticleEffect.class, game.assets.particleEffectParameter);
game.assets.manager.load("data/animation/particles/iceball_emitter.p", ParticleEffect.class, game.assets.particleEffectParameter);
game.assets.manager.load("data/animation/particles/iceball_explosion_emitter.p", ParticleEffect.class, game.assets.particleEffectParameter);
game.assets.manager.load("data/animation/particles/star_trail.p", ParticleEffect.class, game.assets.particleEffectParameter);
game.assets.manager.load("data/animation/particles/maryo_star.p", ParticleEffect.class, game.assets.particleEffectParameter);
game.assets.manager.load("data/animation/iceball.png", Texture.class, game.assets.textureParameter);
game.assets.manager.load("data/game/game_over.png", Texture.class);
hud.loadAssets();
//audio
game.assets.manager.load("data/sounds/audio_on.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/goldpiece_1.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/goldpiece_red.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/dead.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/jump_big.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/jump_big_power.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/jump_small.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/jump_small_power.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/pickup_item.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/powerdown.mp3", Sound.class);
game.assets.manager.load("data/sounds/player/run_stop.mp3", Sound.class);
game.assets.manager.load("data/sounds/wall_hit.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/fireball.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/iceball.mp3", Sound.class);
game.assets.manager.load("data/sounds/sprout_1.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/star_kill.mp3", Sound.class);
game.assets.manager.load("data/sounds/itembox_set.mp3", Sound.class);
game.assets.manager.load("data/sounds/leave_pipe.mp3", Sound.class);
game.assets.manager.load("data/sounds/enter_pipe.mp3", Sound.class);
game.assets.manager.load("data/sounds/enemy/furball/die.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/fireball_repelled.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/iceball_explosion.mp3", Sound.class);
game.assets.manager.load("data/sounds/item/fireball_explosion.mp3", Sound.class);
game.assets.manager.load("data/music/game/lost_1.mp3", Music.class);
game.assets.manager.load("data/music/game/courseclear.mp3", Music.class);
FreetypeFontLoader.FreeTypeFontLoaderParameter debugFontParams = new FreetypeFontLoader.FreeTypeFontLoaderParameter();
debugFontParams.fontFileName = "data/fonts/MyriadPro-Regular.otf";
debugFontParams.fontParameters.size = (int) (height / 25f);
debugFontParams.fontParameters.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
game.assets.manager.load("debug.ttf", BitmapFont.class, debugFontParams);
debugFontParams = new FreetypeFontLoader.FreeTypeFontLoaderParameter();
debugFontParams.fontFileName = Constants.DEFAULT_FONT_FILE_NAME;
debugFontParams.fontParameters.size = (int) (height / 40f);
debugFontParams.fontParameters.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
game.assets.manager.load("debug_object.ttf", BitmapFont.class, debugFontParams);
exitDialog.loadAssets();
FreetypeFontLoader.FreeTypeFontLoaderParameter pointsParams = new FreetypeFontLoader.FreeTypeFontLoaderParameter();
pointsParams.fontFileName = Constants.DEFAULT_FONT_FILE_NAME;
pointsParams.fontParameters.size = 19;
pointsParams.fontParameters.magFilter = Texture.TextureFilter.Linear;
pointsParams.fontParameters.minFilter = Texture.TextureFilter.Linear;
pointsParams.fontParameters.characters = "0123456789";
game.assets.manager.load("kill-points.ttf", BitmapFont.class, pointsParams);
}
示例7: generateFiles
/**
* Convenience method for generating a font, and then writing the fnt and
* png files. Writing a generated font to files allows the possibility of
* only generating the fonts when they are missing, otherwise loading from a
* previously generated file.
*
* @param fontFile
* @param fontSize
* @param destiny
*/
private void generateFiles(String fontName, FileHandle fontFile,
int fontSize, FileHandle destiny) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
// compute the minimum page size for a square png
FreeType.Library library = FreeType.initFreeType();
FreeType.Face face = FreeType.newFace(library, fontFile, 0);
FreeType.setPixelSizes(face, 0, fontSize);
FreeType.SizeMetrics fontMetrics = face.getSize().getMetrics();
float scale = FreeType.toInt(fontMetrics.getHeight());
for (int c = 32; c < (32 + face.getNumGlyphs()); c++) {
if (FreeType.loadChar(face, c, FreeType.FT_LOAD_DEFAULT)) {
int lh = FreeType.toInt(face.getGlyph().getMetrics()
.getHeight());
scale = (lh > scale) ? lh : scale;
}
}
// generate the glyphs
int maxGlyphHeight = (int) Math.ceil(scale);
float area = maxGlyphHeight * maxGlyphHeight
* FreeTypeFontGenerator.DEFAULT_CHARS.length();
int pageWidth = MathUtils.nextPowerOfTwo((int) Math.sqrt(area));
pageWidth = Math.min(pageWidth, 1024);
PixmapPacker packer = new PixmapPacker(pageWidth, pageWidth,
Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontGenerator.FreeTypeFontParameter param = new FreeTypeFontGenerator.FreeTypeFontParameter();
param.packer = packer;
param.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
param.size = fontSize;
param.flip = false;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator
.generateData(param);
saveFontToFile(fontData, fontSize, fontName, packer, destiny);
generator.dispose();
packer.dispose();
}