本文整理匯總了Java中com.badlogic.gdx.utils.JsonReader類的典型用法代碼示例。如果您正苦於以下問題:Java JsonReader類的具體用法?Java JsonReader怎麽用?Java JsonReader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。
JsonReader類屬於com.badlogic.gdx.utils包,在下文中一共展示了JsonReader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: getScene
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
private Scene getScene(byte[] bytes) {
Scene scene = null;
try {
String json = new String(bytes, "UTF-8");
SceneJson sceneJson = new SceneJson(nhg);
sceneJson.parse(new JsonReader().parse(json).get("scene"));
scene = sceneJson.get();
} catch (UnsupportedEncodingException e) {
if (Nhg.debugLogs) e.printStackTrace();
}
return scene;
}
示例2: get
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
public int get(String resultString){
final AtomicInteger st = new AtomicInteger(-1);
try {
(new JsonReader() {
public void number(String name, long value, String stringValue) {
super.number(name, value, stringValue);
if (name.equals("StatusCode")) {
st.set((int) value);
}
}
}).parse(resultString);
} catch (Exception e) {
LoggerFactory.getLogger(ApiStatusResultParser.class).error("Ask for Api state! Result:{}", resultString);
e.printStackTrace();
}
return st.get();
}
示例3: readTextureDescriptor
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
public ObjectMap<Integer, Array<AnimationDescription>> readTextureDescriptor(FileHandle textureDescriptor)
throws IOException {
JsonValue descriptor = new JsonReader().parse(textureDescriptor);
JsonValue frame = descriptor.get("frame");
frameWidth = frame.getInt("width");
frameHeight = frame.getInt("height");
frameDuration = 1 / frame.getFloat("fps");
JsonValue offset = descriptor.get("middleOffset");
middleOffset = new Vector2(offset.getInt("x", 0), offset.getInt("y", 0));
middleOffsets = new ObjectMap<T, Vector2>();
JsonValue object = descriptor.get("object");
objectWidth = object.getInt("width");
objectHeight = object.getInt("height");
ObjectMap<Integer, Array<AnimationDescription>> returnValue = new ObjectMap<Integer, Array<AnimationDescription>>();
for (JsonValue animation : descriptor.get("animations")) {
readAnimation(animation, returnValue);
}
return returnValue;
}
示例4: undo
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
@Override
public void undo () {
JsonValue jsonData = new JsonReader().parse(gameComponent);
Json json = new Json();
GameObject tempObject = new GameObject();
tempObject.readValue(json, jsonData);
GameComponent toAddComponent = tempObject.getComponentByName(componentType);
tempObject.getComponents().removeValue(tempObject.getComponentByName(componentType), true);
tempObject.destroy();
if (pathToComponent.lastIndexOf('/') == 0) {
toAddComponent.setParent(null);
RavTech.currentScene.addGameObject((GameObject)toAddComponent);
} else {
GameObject component = (GameObject)GameObjectTraverseUtil
.gameComponentFromPath(pathToComponent.substring(0, pathToComponent.lastIndexOf('/')));
toAddComponent.setParent(component);
component.addComponent(toAddComponent);
}
}
示例5: redo
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
@Override
public void redo () {
GameComponent parent = GameObjectTraverseUtil.gameComponentFromPath(pathToComponent);
JsonValue jsonData = new JsonReader().parse(gameComponent);
Json json = new Json();
if (parent != null) {
((GameObject)parent).readValue(json, jsonData);
removePath = GameObjectTraverseUtil
.pathFromGameComponent(((GameObject)parent).getComponents().get(((GameObject)parent).getComponents().size - 1));
} else {
GameObject object = new GameObject();
object.readValue(json, jsonData);
GameObject newObject = (GameObject)object.getComponents().get(1);
newObject.setParent(null);
removePath = GameObjectTraverseUtil.pathFromGameComponent(newObject);
RavTech.currentScene.addGameObject(newObject);
}
componentType = jsonData.getString("componenttype");
}
示例6: SimulationRunner
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
public SimulationRunner() {
logger.info("Loading models");
ModelBuilder builder = new ModelBuilder();
models.put("box", builder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(new Color(0.8f, 0f, 0f, 0f))),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal));
G3dModelLoader loader = new G3dModelLoader(new JsonReader());
models.put("hub", loader.loadModel(Gdx.files.internal("data/hubreal.g3dj")));
models.put("rim", loader.loadModel(Gdx.files.internal("data/rimreal.g3dj")));
models.put("spoke", loader.loadModel(Gdx.files.internal("data/spoke.g3dj")));
Bullet.init();
logger.info("Initialized Bullet");
}
示例7: create
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
@Override
public void create () {
super.create();
ModelLoader g3djLoader = new G3dModelLoader(new JsonReader());
model = g3djLoader.loadModel(Gdx.files.internal("data/g3d/btscene1.g3dj"));
disposables.add(model);
importer = new MyImporter((btDynamicsWorld)world.collisionWorld);
importer.loadFile(Gdx.files.internal("data/g3d/btscene1.bullet"));
camera.position.set(10f, 15f, 20f);
camera.up.set(0, 1, 0);
camera.lookAt(-10, 8, 0);
camera.update();
}
示例8: AliasManager
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
public AliasManager(Database.SectionAccessor aliasStorage) {
JsonReader reader = new JsonReader();
JsonValue value = aliasStorage.root;
if (value.size == 0) {
// probably empty
return;
}
JsonValue aliases = reader.parse(value.asString());
JsonValue node = aliases.child;
while (node != null) {
put(node.name, node.asString());
node = node.next;
}
}
示例9: loadArchetypes
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
public void loadArchetypes() {
try {
JsonReader reader = new JsonReader();
JsonValue root = reader.parse(Gdx.files.internal(ARCHETYPES_FILE));
JsonIterator entitiesIt = root.iterator();
while (entitiesIt.hasNext()) {
JsonValue entity = entitiesIt.next();
loadEntityArchetype(Gdx.files.internal(entity.asString()));
}
}
catch (Exception e) {
logger.error("failed to process entity list " + ARCHETYPES_FILE);
}
}
示例10: ParticleEffectPools
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
public ParticleEffectPools() {
logger = new Logger(TAG, Env.debugLevel);
logger.info("initialising");
pools = new ObjectMap<String, ParticleEffectPool>();
try {
JsonReader reader = new JsonReader();
JsonValue root = reader.parse(Gdx.files.internal(PARTICLES_FILE));
JsonIterator particlesIt = root.iterator();
while (particlesIt.hasNext()) {
JsonValue particleValue = particlesIt.next();
String effectName = particleValue.asString();
logger.info("loading " + effectName);
ParticleEffect effect = new ParticleEffect();
effect.load(Gdx.files.internal(effectName), Gdx.files.internal(PARTICLES_FOLDER));
pools.put(effectName, new ParticleEffectPool(effect,
Env.particlePoolInitialCapacity,
Env.particlePoolMaxCapacity));
}
}
catch (Exception e) {
logger.error("failed to list directory " + PARTICLES_FILE);
}
}
示例11: loadGroups
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
private void loadGroups(String assetFile) {
groups = new ObjectMap<String, Array<Asset>>();
logger.info("loading file " + assetFile);
// try {
Json json = new Json();
JsonReader reader = new JsonReader();
JsonValue root = reader.parse(Gdx.files.internal(assetFile));
JsonIterator groupIt = root.iterator();
while (groupIt.hasNext()) {
JsonValue groupValue = groupIt.next();
if (groups.containsKey(groupValue.name)) {
logger.error("group " + groupValue.name + " already exists, skipping");
continue;
}
logger.info("registering group " + groupValue.name);
Array<Asset> assets = new Array<Asset>();
JsonIterator assetIt = groupValue.iterator();
while (assetIt.hasNext()) {
JsonValue assetValue = assetIt.next();
Asset asset = json.fromJson(Asset.class, assetValue.toString());
assets.add(asset);
}
groups.put(groupValue.name, assets);
}
// }
// catch (Exception e) {
// logger.error("error loading file " + assetFile + " " + e.getMessage());
// }
}
示例12: loadMaterialsFile
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
private void loadMaterialsFile(FileHandle materialsFile) {
logger.info("adding default material");
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 0.0f;
materials.put("default", fixtureDef);
logger.info("loading materials file");
try {
JsonReader reader = new JsonReader();
JsonValue root = reader.parse(materialsFile);
JsonIterator materialIt = root.iterator();
while (materialIt.hasNext()) {
JsonValue materialValue = materialIt.next();
if (!materialValue.has("name")) {
logger.error("material without name");
continue;
}
String name = materialValue.getString("name");
fixtureDef = new FixtureDef();
fixtureDef.density = materialValue.getFloat("density", 1.0f);
fixtureDef.friction = materialValue.getFloat("friction", 1.0f);
fixtureDef.restitution = materialValue.getFloat("restitution", 0.0f);
logger.info("adding material " + name);
materials.put(name, fixtureDef);
}
} catch (Exception e) {
logger.error("error loading " + materialsFile.name() + " " + e.getMessage());
}
}
示例13: AssetManager
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
/** Creates a new AssetManager with all default loaders. */
public AssetManager (FileHandleResolver resolver) {
setLoader(BitmapFont.class, new BitmapFontLoader(resolver));
setLoader(Music.class, new MusicLoader(resolver));
setLoader(Pixmap.class, new PixmapLoader(resolver));
setLoader(Sound.class, new SoundLoader(resolver));
setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver));
setLoader(Texture.class, new TextureLoader(resolver));
setLoader(Skin.class, new SkinLoader(resolver));
setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver));
setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver));
setLoader(I18NBundle.class, new I18NBundleLoader(resolver));
setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver));
setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver));
setLoader(Model.class, ".obj", new ObjLoader(resolver));
executor = new AsyncExecutor(1);
}
示例14: convert
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
/** <p>
* Convert a text JSON file into binary JSON. The new file will be saved in the same folder as the original one with the
* {@code gd3b} extension.
* </p>
*
* @param g3djFile Handle to the original G3DJ file.
* @param overwrite If {@code true} the new file will overwrite any previous file with the same name. Otherwise append a
* counter at the end of the file name to make it unique.
* @throws IOException If there's an exception while reading the input file or writing the output file. */
public void convert (FileHandle g3djFile, boolean overwrite) throws IOException {
FileHandle newFile = new FileHandle(g3djFile.pathWithoutExtension() + ".g3db");
int noOverwriteCounter = 0;
while (!overwrite && newFile.exists()) {
newFile = new FileHandle(g3djFile.pathWithoutExtension() + "(" + (++noOverwriteCounter) + ").g3db");
}
OutputStream fileOutputStream = newFile.write(false);
UBJsonWriter writer = new UBJsonWriter(fileOutputStream);
JsonReader reader = new JsonReader();
try {
JsonValue root = reader.parse(g3djFile);
writeObject(root, writer);
} finally {
writer.close();
}
}
示例15: parseSuccessFromResponse
import com.badlogic.gdx.utils.JsonReader; //導入依賴的package包/類
/**
* Helper method when just interested if GameJolt request was successful
*/
protected boolean parseSuccessFromResponse(String json) {
JsonValue response = null;
boolean success;
try {
response = new JsonReader().parse(json).get("response");
success = response != null && response.getBoolean("success");
} catch (Throwable t) {
Gdx.app.error(GAMESERVICE_ID, "Cannot parse GameJolt response: " + json, t);
success = false;
}
return success;
}