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Java SpriteBatch類代碼示例

本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.SpriteBatch的典型用法代碼示例。如果您正苦於以下問題:Java SpriteBatch類的具體用法?Java SpriteBatch怎麽用?Java SpriteBatch使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


SpriteBatch類屬於com.badlogic.gdx.graphics.g2d包,在下文中一共展示了SpriteBatch類的15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: drawSprite

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
private void drawSprite(SpriteBatch batch, Sprite sprite, int scene, Interactable interactable) {
	if (interactable.isConsumed()) {
		sprite.draw(batch);
		return;
	}
	Rectangle handle = null;
	if (dragsLeftHandle)
		handle = rectangleLeftHandle;
	if (dragsRightHandle)
		handle = rectangleRightHandle;
	if (handle == null)
		return;
	float percentage = (Math.min(sprite.getWidth(), Math.max(0, handle.x - sprite.getX())) / sprite.getWidth());
	boolean reverseDirection = (scene == 1 && dragsLeftHandle || scene == 2 && dragsRightHandle);
	if (reverseDirection) {
		percentage = 1 - percentage;
	}
	int visibleWidth = (int) (sprite.getWidth() * percentage);
	batch.draw(sprite.getTexture(), (reverseDirection ? sprite.getWidth() - visibleWidth : 0) + sprite.getX(), sprite.getY(), sprite.getWidth() / 2, sprite.getHeight() / 2, visibleWidth, sprite.getHeight(), sprite.getScaleX() * (interactable.isConsumable() ? scaleFactor : 1),
			sprite.getScaleY() * (interactable.isConsumable() ? scaleFactor : 1), 0, sprite.getRegionX(), sprite.getRegionY(), (int) (sprite.getRegionWidth() * percentage), sprite.getRegionHeight(), reverseDirection, false);
}
 
開發者ID:cdetamble,項目名稱:nomoore,代碼行數:22,代碼來源:ScreenGame.java

示例2: ShareScoreScreen

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
ShareScoreScreen(final Klooni game, final Screen lastScreen,
                 final int score, final boolean timeMode) {
    this.game = game;
    this.lastScreen = lastScreen;

    this.score = score;
    this.timeMode = timeMode;

    final Label.LabelStyle labelStyle = new Label.LabelStyle();
    labelStyle.font = game.skin.getFont("font_small");

    infoLabel = new Label("Generating image...", labelStyle);
    infoLabel.setColor(Klooni.theme.textColor);
    infoLabel.setAlignment(Align.center);
    infoLabel.layout();
    infoLabel.setPosition(
            (Gdx.graphics.getWidth() - infoLabel.getWidth()) * 0.5f,
            (Gdx.graphics.getHeight() - infoLabel.getHeight()) * 0.5f);

    spriteBatch = new SpriteBatch();
}
 
開發者ID:LonamiWebs,項目名稱:Klooni1010,代碼行數:22,代碼來源:ShareScoreScreen.java

示例3: VRContext

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
/**
 * Creates a new VRContext, initializes the VR system,
 * and sets up rendering surfaces.
 * 
 * @param renderTargetMultiplier multiplier to scale the render surface dimensions as a replacement for multisampling
 * @param hasStencil whether the rendering surfaces should have a stencil buffer
 * @throws {@link GdxRuntimeException} if the system could not be initialized 
 */
public VRContext(float renderTargetMultiplier, boolean hasStencil) {		
	int token = VR.VR_InitInternal(error, VR.EVRApplicationType_VRApplication_Scene);
	checkInitError(error);		
	OpenVR.create(token);
	
	VR.VR_GetGenericInterface(VR.IVRCompositor_Version, error);			
	checkInitError(error);
	
	VR.VR_GetGenericInterface(VR.IVRRenderModels_Version, error);
	checkInitError(error);
	
	for (int i = 0; i < devicePoses.length; i++) {
		devicePoses[i] = new VRDevicePose(i);
	}
	
	VRSystem.VRSystem_GetRecommendedRenderTargetSize(scratch, scratch2);
	int width = (int)(scratch.get(0) * renderTargetMultiplier);
	int height = (int)(scratch2.get(0) * renderTargetMultiplier);
	
	setupEye(Eye.Left, width, height, hasStencil);
	setupEye(Eye.Right, width, height, hasStencil);
	
	batcher = new SpriteBatch();
}
 
開發者ID:justinmarentette11,項目名稱:Tower-Defense-Galaxy,代碼行數:33,代碼來源:VRContext.java

示例4: create

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
@Override
public void create () {
	
	//initialize Asset Handler
	assetHandler = new AssetHandler();
	assets = new HashMap<String,Class<?>>();
	
	
	//load Game instance into GameUtils
	GameUtils.loadGame(this);
	
	//initialize Graphics
	batch = new SpriteBatch();
	
	//load starting assets
	assets.put("Fonts/mainFont.fnt",BitmapFont.class);
	assets.put("MenuScreen/CursedEchoMenuBackground.png", Texture.class);
	
	this.setScreen(new LoadingScreen(assets,"default","menu",null));
}
 
開發者ID:Arcxes,項目名稱:CursedEcho,代碼行數:21,代碼來源:Main.java

示例5: show

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
/**
 * Method responsible for initializing the pause menu
 * Called when the screen becomes the current screen of the game
 */
@Override
public void show() {
    // Inits:
    cam = new OrthographicCamera();
    viewport = new FitViewport(1920, 1080);
    viewport.setCamera(cam);
    stage = new Stage(viewport);
    stage.setViewport(viewport);
    skin = menuAssets.styles_json;
    skin.getFont("bocklin").getData().setScale(0.8f, 0.8f);
    int x = 1920;
    int y = 1080;
    spriteBatch = new SpriteBatch();
    mainbackground = menuAssets.testmainscreen;

    createComponents();

    AL.input.setInputProcessor(new InputMultiplexer(stage, this));
}
 
開發者ID:EtherWorks,項目名稱:arcadelegends-gg,代碼行數:24,代碼來源:PauseMenuScreen.java

示例6: create

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
@Override
public void create() {
    this.batch = new SpriteBatch();
    this.backgroundImage = new Texture("coffee.jpg");
    
    GUIConstructor guiConstructor = new GUIConstructor();
    this.guiManager = guiConstructor.instantiate("1", () -> {
        Gdx.app.exit();
    });
    
    this.drawingManager = new GDXDrawingAdapter(this.batch);
    this.drawVisitor = new DefaultDrawVisitor(this.drawingManager);
    
    this.inputManager = new GDXMouse();
    this.updateVisitor = new DefaultUpdateVisitor(this.inputManager);
}
 
開發者ID:hogeschool,項目名稱:INFSEN01-2,代碼行數:17,代碼來源:Program.java

示例7: create

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
@Override
public void create() {
	batch = new SpriteBatch();
	cam = new Camera(screenX, screenY);
	batch.setProjectionMatrix(cam.camera.combined);
	batch.enableBlending();
	try {
		save = new Save();
	} catch (IOException e) {
		// TODO Auto-generated catch block
		e.printStackTrace();
	}

	this.setScreen(new MainMenu(this));

}
 
開發者ID:MusicDev33,項目名稱:JGame,代碼行數:17,代碼來源:JGame.java

示例8: renderGuiFpsCounter

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
private void renderGuiFpsCounter(SpriteBatch batch) {
    float x = cameraGUI.viewportWidth - 55;
    float y = cameraGUI.viewportHeight - 15;
    int fps = Gdx.graphics.getFramesPerSecond();
    BitmapFont fpsFont = Assets.instance.fonts.defaultNormal;
    if (fps >= 45) {
        // 45 or more FPS show up in green
        fpsFont.setColor(0, 1, 0, 1);
    } else if (fps >= 30) {
        // 30 or more FPS show up in yellow
        fpsFont.setColor(1, 1, 0, 1);
    } else {
        // less than 30 FPS show up in red
        fpsFont.setColor(1, 0, 0, 1);
    }
    fpsFont.draw(batch, "FPS: " + fps, x, y);
    fpsFont.setColor(1, 1, 1, 1);
}
 
開發者ID:davyjoneswang,項目名稱:libgdx-learnlib,代碼行數:19,代碼來源:WorldRenderer.java

示例9: drawLines

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
public static void drawLines(SpriteBatch batch) {
	if (!Settings.getBooleanSettingValue(Settings.DEBUG_FRAMETIME_GRAPH))
		return;

	float width = width();

	int size = frametimeGraph.frametimes.size();
	while (size < width) {
		frametimeGraph.frametimes.addFirst(0f);
		size = frametimeGraph.frametimes.size();
	}
	for (int i = 0; i <= 16; i++) {
		batch.draw(textureLine, 0, yOffset + (scale * i), width, 1);
	}
	batch.draw(textureLine60, 0, yOffset + (scale * 16.666666f), width, 1);
}
 
開發者ID:RedTroop,項目名稱:Cubes_2,代碼行數:17,代碼來源:FrametimeGraph.java

示例10: GameScreen

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
public GameScreen(){
	spriteBatch = new SpriteBatch(); // buffer ok
	texture     = new Texture(Gdx.files.internal("bg/gameBG.jpg"));
	viewMatrix  = new Matrix4();  // matriz de visualização
	tranMatrix  = new Matrix4();  // matriz de escala
	
	// camera
	camera = new PerspectiveCamera(67.0f, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	camera.near = 0.1f;
	camera.far  = 1000f;
	camera.position.set(0, 5, 10);
	camera.lookAt(0, 5, 0);
	camera.update();
	
	// ambiente
	environment = new Environment();
	environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 1,1,1,1));
	
	// renderizador
	modelBatch = new ModelBatch();
	p1 = new Player(1);
	p2 = new Player(2);
	
	
	
}
 
開發者ID:fmassetto,項目名稱:StreetCampusFighter,代碼行數:27,代碼來源:GameScreen.java

示例11: create

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
@Override
public void create() {
	if (androidInterface != null)
		androidInterface.tryToStopMusicApp();

	batch = new SpriteBatch();
	sr = new ShapeRenderer();

	camera = new OrthographicCamera();
	viewport = new FitViewport(Configuration.WINDOW_WIDTH, Configuration.WINDOW_HEIGHT, camera);
	camera.position.set(viewport.getWorldWidth() / 2 - (viewport.getWorldWidth() - 500) / 2, viewport.getWorldHeight() / 2 - (viewport.getWorldHeight() - 220) / 2, 0);
	camera.update();

	fade = new Sprite(new Texture("sprites/fade.png"));
	fade.setBounds(0, -100, viewport.getWorldWidth(), viewport.getWorldHeight() - 40);

	font = new BitmapFont(Gdx.files.internal("fonts/amiga4everpro2.fnt"));

	showModernTimesCutscene(); // start the game
}
 
開發者ID:cdetamble,項目名稱:nomoore,代碼行數:21,代碼來源:MyGdxGame.java

示例12: draw

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
@Override
public void draw(GameTime time, SpriteBatch batch) {
    // set camera projection matrix
    batch.setProjectionMatrix(game.getUICamera().combined);

    // draw background
    batch.draw(this.bgImage, 0, 0, game.getViewportWidth(), game.getViewportHeight());

    // draw first (SpriteBatch) layer of HUD
    this.hud.drawLayer0(time, batch);
    batch.flush();
    batch.end();

    // draw second layer (ShapeRenderer) of HUD
    this.shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
    this.shapeRenderer.setProjectionMatrix(game.getUICamera().combined);
    this.hud.drawLayer1(time, this.shapeRenderer);
    this.shapeRenderer.end();

    // draw last (SpriteBatch) layer of HUD
    batch.begin();
    batch.setProjectionMatrix(game.getUICamera().combined);
    this.hud.drawLayer2(time, batch);
}
 
開發者ID:opensourcegamedev,項目名稱:SpaceChaos,代碼行數:25,代碼來源:MainMenuScreen.java

示例13: draw

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
@Override
public void draw(GameTime time, CameraWrapper camera, SpriteBatch batch) {
    // if no texture is set, we don't have to draw anything
    if (this.texture == null) {
        return;
    }

    // only draw texture, if entity is visible
    if (this.visible) {
        // draw texture
        batch.draw(this.texture,
                this.positionComponent.getX() + this.getPaddingLeft()/* - originX */,
                this.positionComponent.getY() + this.getPaddingBottom()/* - originY */, originX, originY, getWidth(), getHeight(), scaleX,
                scaleY, angle, 0, // srcX
                0, // srcY
                this.texture.getWidth(), this.texture.getHeight(), false, false);
    }
}
 
開發者ID:opensourcegamedev,項目名稱:SpaceChaos,代碼行數:19,代碼來源:DrawTextureComponent.java

示例14: draw

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
public void draw(GameTime time, SpriteBatch batch) {
    // draw background texture
    if (hovered) {
        batch.draw(this.hoverTexture, x, y);
    } else {
        batch.draw(this.bgTexture, x, y);
    }

    float paddingBottom = (this.height / 2) - 32;

    // draw icon
    if (iconTexture != null) {
        batch.draw(iconTexture, x + 10, y + paddingBottom);
    }

    // draw button text
    this.font.draw(batch, text, x + 80, y + 60);
}
 
開發者ID:opensourcegamedev,項目名稱:SpaceChaos,代碼行數:19,代碼來源:ImageButton.java

示例15: ScreenExtensions

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入依賴的package包/類
public ScreenExtensions(GameManager gameManager) {
    this.gameManager = gameManager;
    manager = ManagerAssets.getInstance();
    addExtensions = this;
    camera = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    camera.position.set(0, 0, Gdx.graphics.getHeight() * 0.183f);//initial 180
    camera.lookAt(0, 0, 0);
    camera.far = 2500;
    camera.near = 1;
    camera.update();
    controller = new CameraInputController(camera);
    cam = new OrthographicCamera();
    batchsprite = new SpriteBatch();

    renderer = new ImmediateModeRenderer20(false, true, 1);
    gd = new GestureDetector(this);
}
 
開發者ID:TudorRosca,項目名稱:enklave,代碼行數:18,代碼來源:ScreenExtensions.java


注:本文中的com.badlogic.gdx.graphics.g2d.SpriteBatch類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。