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Java Rectangle類代碼示例

本文整理匯總了Java中com.badlogic.gdx.math.Rectangle的典型用法代碼示例。如果您正苦於以下問題:Java Rectangle類的具體用法?Java Rectangle怎麽用?Java Rectangle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。


Rectangle類屬於com.badlogic.gdx.math包,在下文中一共展示了Rectangle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: LevelScreen

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
LevelScreen(GftGame game) {
    this.game = game;

    this.guiCam = new OrthographicCamera(800, 480);
    this.guiCam.position.set(800 / 2, 480 / 2, 0);

    this.backBounds = new Rectangle(7, 432, 48, 48);
    this.autoMoveToNextBounds = new Rectangle(0, 0, 800, 62);

    this.levelBounds = new ArrayList<Rectangle>();
    int line = 0;
    int column = 0;
    for(int i = 0; i < LEVELS; i++) {
        this.levelBounds.add(i, new Rectangle(370 + 75 * column++, 240 - 70 * line, 57, 57));
        if(column == 5) {
            column = 0;
            line++;
        }
    }

    this.touchPoint = new Vector3();
}
 
開發者ID:B4sileus,項目名稱:guitar-finger-trainer,代碼行數:23,代碼來源:LevelScreen.java

示例2: GameButton

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public GameButton(float WIDTH, float HEIGHT, String drawable, boolean isCheckable) {
    audioManager = AudioManager.getInstance();
    skin = new Skin();
    skin.addRegions(AssetsManager.getTextureAtlas());

    Button.ButtonStyle buttonStyle = new Button.ButtonStyle();
    buttonStyle.up = skin.getDrawable(drawable);
    buttonStyle.down = skin.getDrawable(drawable + "_pressed");
    if (isCheckable) {
        buttonStyle.checked = skin.getDrawable(drawable + "_pressed");
    }
    setStyle(buttonStyle);
    setSize(WIDTH, HEIGHT);

    rectangle = new Rectangle(getX(),getY(),getWidth(),getHeight());
    addListener(new ClickListener(){
        @Override
        public void clicked(InputEvent event, float x, float y) {
            super.clicked(event, x, y);
            audioManager.playSound(audioManager.getButtonSound());
        }
    });
}
 
開發者ID:ZephyrVentum,項目名稱:FlappySpinner,代碼行數:24,代碼來源:GameButton.java

示例3: addObject

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public void addObject(IQuadTreeObject obj) {
	tempObjects.add(obj);
	
	//update max aabb
	final Rectangle rect = obj.getRectangle();
	final float x0 = rect.x;
	final float y0 = rect.y;
	final float x1 = rect.x + rect.width;
	final float y1 = rect.y + rect.height;
	
	minX = minX > x0 ? x0 : minX;
	minY = minY > y0 ? y0 : minY;
	maxX = maxX < x1 ? x1 : maxX;
	maxY = maxY < y1 ? y1 : maxY;
	
	System.out.println("QuadTree : updateRootBounds [" + 
	minX +"," + minY + "," + maxX + "," + maxY + "]");
}
 
開發者ID:mingwuyun,項目名稱:cocos2d-java,代碼行數:19,代碼來源:QuadTreeV2.java

示例4: TrainingScreen

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
TrainingScreen(GftGame game) {
    this.game = game;

    this.guiCam = new OrthographicCamera(800, 480);
    this.guiCam.position.set(800 / 2, 480 / 2, 0);

    this.backBounds = new Rectangle(7, 432, 48, 48);
    this.playPauseBounds = new Rectangle(7, 7, 48, 48);
    this.restartBounds = new Rectangle(62, 7, 48, 48);
    this.backFowardtBounds = new Rectangle(127, 7, 48, 48);
    this.soundBounds = new Rectangle(192, 7, 48, 48);
    this.minusBounds = new Rectangle(590, 7, 48, 48);
    this.plusBounds = new Rectangle(699, 7, 48, 48);

    this.touchPoint = new Vector3();

    this.grid = new Grid(this.game);
    this.grid.loadTraining();

    this.bottomBar = new BottomBar(this.game);

    this.firstRun = 3;
    this.lastUpdateTime = TimeUtils.millis();
    this.bpm = MINUTE_IN_MILLIS / SettingsUtil.bpm;
}
 
開發者ID:B4sileus,項目名稱:guitar-finger-trainer,代碼行數:26,代碼來源:TrainingScreen.java

示例5: update

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
void update(BaseScorer scorer) {
    float cupSize = Math.min(scoreHeight, scorer.cupTexture.getHeight());
    final Rectangle area = new Rectangle(
            marginWidth, pieceHolderHeight + boardHeight,
            availableWidth, scoreHeight);

    scorer.cupArea.set(
            area.x + area.width * 0.5f - cupSize * 0.5f, area.y,
            cupSize, cupSize);

    scorer.currentScoreLabel.setBounds(
            area.x, area.y,
            area.width * 0.5f - cupSize * 0.5f, area.height);

    scorer.highScoreLabel.setBounds(
            area.x + area.width * 0.5f + cupSize * 0.5f, area.y,
            area.width * 0.5f - cupSize * 0.5f, area.height);
}
 
開發者ID:LonamiWebs,項目名稱:Klooni1010,代碼行數:19,代碼來源:GameLayout.java

示例6: Renderer

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public Renderer() {
	Core.cameraScale = baseCameraScale;
	Effects.setEffectProvider((name, color, x, y, rotation) -> {
		if(Settings.getBool("effects")){
			Rectangle view = Tmp.r1.setSize(camera.viewportWidth, camera.viewportHeight)
					.setCenter(camera.position.x, camera.position.y);
			Rectangle pos = Tmp.r2.setSize(name.size).setCenter(x, y);
			if(view.overlaps(pos)){
				new EffectEntity(name, color, rotation).set(x, y).add();
			}
		}
	});
	
	clearColor = Hue.lightness(0.4f);
	clearColor.a = 1f;
}
 
開發者ID:Anuken,項目名稱:Mindustry,代碼行數:17,代碼來源:Renderer.java

示例7: draw

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
@Override
public void draw (Batch batch, float parentAlpha) {
    Rectangle scissors = new Rectangle();
    Rectangle clipBounds = new Rectangle(getX(),getY(),getWidth(),getHeight());
    ScissorStack.calculateScissors(getStage().getCamera(), batch.getTransformMatrix(), clipBounds, scissors);
    ScissorStack.pushScissors(scissors);

    drawBg(batch, parentAlpha);

    batch.draw(texture,
            getX() + getWidth() / 2 - texture.getRegionWidth() / 2 + shift.x,
            getY() + getHeight() / 2 - texture.getRegionHeight() / 2 + shift.y,
            texture.getRegionWidth() / 2f,
            texture.getRegionHeight() / 2f,
            texture.getRegionWidth(), texture.getRegionHeight(),
            currZoom, currZoom, 0);

    drawSplits(batch, parentAlpha);

    batch.flush();
    ScissorStack.popScissors();
}
 
開發者ID:whitecostume,項目名稱:libgdx_ui_editor,代碼行數:23,代碼來源:EditingZone.java

示例8: pickPiece

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public boolean pickPiece() {
    Vector2 mouse = new Vector2(
            Gdx.input.getX(),
            Gdx.graphics.getHeight() - Gdx.input.getY()); // Y axis is inverted

    final float perPieceWidth = area.width / count;
    for (int i = 0; i < count; ++i) {
        if (pieces[i] != null) {
            Rectangle maxPieceArea = new Rectangle(
                    area.x + i * perPieceWidth, area.y, perPieceWidth, area.height);

            if (maxPieceArea.contains(mouse)) {
                heldPiece = i;
                return true;
            }
        }
    }

    heldPiece = -1;
    return false;
}
 
開發者ID:LonamiWebs,項目名稱:Klooni1010,代碼行數:22,代碼來源:PieceHolder.java

示例9: WaterModel

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
/**
 * Water Model's constructor.
 * Creates a water model from the given object, into the given world.
 *
 * @param world The world the water model will be in.
 * @param rect  The rectangle to create the water model with.
 */
public WaterModel(World world, Rectangle rect) {
    // Body and Fixture variables
    BodyDef bdef = new BodyDef();
    FixtureDef fdef = new FixtureDef();
    PolygonShape shape = new PolygonShape();

    bdef.type = BodyDef.BodyType.StaticBody;
    bdef.position.set(PIXEL_TO_METER * (rect.getX() + rect.getWidth() / 2), PIXEL_TO_METER * (rect.getY() + rect.getHeight() / 2));

    this.body = world.createBody(bdef);

    shape.setAsBox((rect.getWidth() / 2) * PIXEL_TO_METER, (rect.getHeight() / 2) * PIXEL_TO_METER);
    fdef.shape = shape;
    fdef.filter.categoryBits = FLUID_BIT;
    fdef.isSensor = true;
    fdef.density = 1f;
    fdef.friction = 0.1f;
    fdef.restitution = 0f;
    body.createFixture(fdef);

    body.setUserData(new BuoyancyController(world, body.getFixtureList().first()));

}
 
開發者ID:AndreFCruz,項目名稱:feup-lpoo-armadillo,代碼行數:31,代碼來源:WaterModel.java

示例10: resize

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public void resize(int w, int h)
{
	screenWidth.set(w);
	screenHeight.set(h);
	if (BlueIrisViewer.bivSettings != null)
	{
		double sqrt = Math.sqrt(numCams);
		cols = (int) Math.ceil(sqrt);
		rows = (int) sqrt;
		if (cols * rows < numCams)
			rows++;
		HandleOverrideGridSize();
		imageWidth = (float) w / cols;
		imageHeight = (float) h / rows;
		aImageWidth.set((int) Math.ceil(imageWidth));
		aImageHeight.set((int) Math.ceil(imageHeight));
	}
	blueIrisLayoutModelRect = new Rectangle(0, h, mainImageWidth, mainImageHeight);
	ScaleRectangleToFitScreenCentered(blueIrisLayoutModelRect);
	PrecalculateBlueIrisLayoutRectangles();
}
 
開發者ID:bp2008,項目名稱:blueirisviewer,代碼行數:22,代碼來源:Images.java

示例11: addEnemy

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
/**
 * Reads the enemy type and spawn position out of an enemy object on the map and then spawns it in the current level
 * @param object the map object that has been read in the map file
 * @param rectangle the rectangular shape of the object, contains position used for selecting the spawn position
 */
private void addEnemy(MapObject object, Rectangle rectangle) {

    MapProperties properties = object.getProperties();

    if (properties != null && properties.containsKey("enemy_type")) {
        String enemyType = properties.get("enemy_type", String.class);

        switch (enemyType) {
            case "Frog":
                playScreen.spawnEnemy(FrogEnemy.class, (int) (rectangle.getX() / MainGameClass.TILE_PIXEL_SIZE), (int) (rectangle.getY() / MainGameClass.TILE_PIXEL_SIZE));
                break;
            case "Monkey":
                playScreen.spawnEnemy(MonkeyEnemy.class, (int) (rectangle.getX() / MainGameClass.TILE_PIXEL_SIZE), (int) (rectangle.getY() / MainGameClass.TILE_PIXEL_SIZE));
                break;
            case "Boss":
                playScreen.spawnEnemy(BossEnemy.class, (int) (rectangle.getX() / MainGameClass.TILE_PIXEL_SIZE), (int) (rectangle.getY() / MainGameClass.TILE_PIXEL_SIZE));
                break;
            default:
                break;
        }
    }
}
 
開發者ID:johannesmols,項目名稱:GangsterSquirrel,代碼行數:28,代碼來源:Box2DWorldCreator.java

示例12: Band

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public Band(final Klooni game, final GameLayout layout, final BaseScorer scorer) {
    this.scorer = scorer;
    bandTexture = Theme.getBlankTexture();

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

    scoreLabel = new Label("", labelStyle);
    scoreLabel.setAlignment(Align.center);
    infoLabel = new Label("pause menu", labelStyle);
    infoLabel.setAlignment(Align.center);

    scoreBounds = new Rectangle();
    infoBounds = new Rectangle();
    layout.update(this);
}
 
開發者ID:LonamiWebs,項目名稱:Klooni1010,代碼行數:17,代碼來源:Band.java

示例13: PlayAnimation

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public void PlayAnimation(Animation animation, Rectangle newRegionOnTexture)
  {
if (animation == null && this.animation == null)
          throw new GdxRuntimeException("No animation is currently playing.");
      // If this animation is already running, do not restart it.
      if (this.animation == animation)
          return;

      // Start the new animation.
      this.animation = animation;
      this.frameIndex = 0;
      this.animationTimeline = 0.0f;
      
      this.setRegionX((int) newRegionOnTexture.x);
      this.setRegionY((int) newRegionOnTexture.y);
      this.setRegionWidth((int) newRegionOnTexture.getWidth());
      this.setRegionHeight((int) newRegionOnTexture.getHeight());
      onAnimationChanged();
  }
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:20,代碼來源:AnimatedSprite.java

示例14: InteractiveTileObject

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public InteractiveTileObject(World world, TiledMap map, Rectangle bounds){
    this.world = world;
    this.map = map;
    this.bounds = bounds;

    BodyDef bdef = new BodyDef();
    FixtureDef fdef = new FixtureDef();
    PolygonShape shape = new PolygonShape();

    bdef.type = BodyDef.BodyType.StaticBody;
    bdef.position.set((bounds.getX() + bounds.getWidth() / 2) / NoObjectionGame.PPM, (bounds.getY() + bounds.getHeight() / 2 )/ NoObjectionGame.PPM);

    body = world.createBody(bdef);
    shape.setAsBox(bounds.getWidth() / 2 / NoObjectionGame.PPM, bounds.getHeight() / 2 / NoObjectionGame.PPM);
    fdef.shape = shape;
    fixture = body.createFixture(fdef);
}
 
開發者ID:MissionBit,項目名稱:summer17-android,代碼行數:18,代碼來源:InteractiveTileObject.java

示例15: GameService

import com.badlogic.gdx.math.Rectangle; //導入依賴的package包/類
public GameService(SpriteBatch batch, IGameAsset asset,
    BaseGameSetting setting, OrthographicCamera camera,
    ISceneManager sceneManager) {
this.batch = batch;
this.asset = asset;
this.setting = setting;

if (asset == null)
    this.asset = new DefaultGameAsset();
if (setting == null)
    this.setting = new DefaultGameSetting();
this.camera = camera;
this.setChangeScene(sceneManager);
Rectangle.tmp.set(0, 0, getWindowSize().x, getWindowSize().y);

services = new IService[MAX_SERVICES];
   }
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:18,代碼來源:GameService.java


注:本文中的com.badlogic.gdx.math.Rectangle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。