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Java DebugRenderer類代碼示例

本文整理匯總了Java中org.andengine.extension.debugdraw.DebugRenderer的典型用法代碼示例。如果您正苦於以下問題:Java DebugRenderer類的具體用法?Java DebugRenderer怎麽用?Java DebugRenderer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。


DebugRenderer類屬於org.andengine.extension.debugdraw包,在下文中一共展示了DebugRenderer類的2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: createLevel

import org.andengine.extension.debugdraw.DebugRenderer; //導入依賴的package包/類
/**
 * Create a new level
 *
 * @param levelClass      class which will show the UI
 * @param controllerClass class which will control the level
 * @param isTutorial      if true, the level is a tutorial level
 * @return the created game level
 */
private GameLevel createLevel(Class levelClass, Class controllerClass, boolean isTutorial) {
    _physicsWorld = new PhysicsWorld(_gravity, false);

    if (isTutorial) {
        _backgroundColor = LevelColorUtil.fromLevelColor(LevelColor.PURPLE);
    }

    GameLevel level;
    try {
        level = (GameLevel) levelClass.newInstance();
    } catch (Exception e) {
        e.printStackTrace();
        return null;
    }

    level.init(_width, _height, _scale, _density);
    level.createLevel(_physicsWorld, OBSTACLE_FIX_DEF);

    createBackground(level.getBackground(), null);

    if (_doDebugDraw) {
        DebugRenderer debugRenderer = new DebugRenderer(_physicsWorld, _engine.getVertexBufferObjectManager());
        _engine.getScene().attachChild(debugRenderer);
    }

    createSinkHole(level.getSinkholeLocation());
    createSpawnHole(level.getBallSpawnLocation());
    createBall(level.getBallSpawnLocation());

    initTimer(level.getLevelDuration());

    createEdgeSensors();

    if (controllerClass != null) {
        createLevelController(controllerClass, level);
    } else {
        _levelController = null;
    }

    _gameLevel = level;
    _orientationProvider.start();

    _flash = createFlash(_nextBackgroundColor);
    _timesUpFlash = createFlash(LevelColorUtil.fromLevelColor(LevelColor.YELLOW));

    return level;
}
 
開發者ID:mediamonks,項目名稱:tilt-game-android,代碼行數:56,代碼來源:WorldController.java

示例2: createSprites

import org.andengine.extension.debugdraw.DebugRenderer; //導入依賴的package包/類
private void createSprites() {
	// attach field marks that have been created in createBackground()
	attachChild(mFieldLeft_Sprite);
	attachChild(mFieldRight_Sprite);
	attachChild(mFieldCenter_Sprite);

	float[] startingPosition;

	// CREATE PLAYER 1 BEGIN
	startingPosition = getKickoffPosition(SPRITE_PLAYER_1);
	mPlayer1_Sprite = new TiledSprite(startingPosition[0], startingPosition[1], mResourcesManager.mPlayer1_TextureRegion, mVertexManager);
	mPlayer1_Body = createPlayerBody(mPhysicsWorld, mPlayer1_Sprite, BodyType.DynamicBody, ObjectFixtures.getPlayer()); // physics world - object shape - body type - fixture definition
	mPlayer1_Body.setFixedRotation(true); // this body may not rotate
	mPlayer1_Body.setUserData(BODY_TYPE_PLAYER_1);
	mPlayer1_Body.setBullet(true);
	mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(mPlayer1_Sprite, mPlayer1_Body, true, false)); // object shape - body - updates of position - updates of rotation
	mPlayer1_Sprite.setUserData(mPlayer1_Body);
	mPlayer1_Sprite.setCurrentTileIndex(0);
	mPlayer1_Sprite.setCullingEnabled(true); // don't render this sprite if it is not visible on the screen
	PlayerData.mPlayer1_isLookingLeft = false;
	// CREATE PLAYER 1 END
	
	// CREATE PLAYER 2 BEGIN
	startingPosition = getKickoffPosition(SPRITE_PLAYER_2);
	mPlayer2_Sprite = new TiledSprite(startingPosition[0], startingPosition[1], mResourcesManager.mPlayer2_TextureRegion, mVertexManager);
	mPlayer2_Body = createPlayerBody(mPhysicsWorld, mPlayer2_Sprite, BodyType.DynamicBody, ObjectFixtures.getPlayer()); // physics world - object shape - body type - fixture definition
	mPlayer2_Body.setFixedRotation(true); // this body may not rotate
	mPlayer2_Body.setUserData(BODY_TYPE_PLAYER_2);
	mPlayer2_Body.setBullet(true);
	mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(mPlayer2_Sprite, mPlayer2_Body, true, false)); // object shape - body - updates of position - updates of rotation
	mPlayer2_Sprite.setUserData(mPlayer2_Body);
	mPlayer2_Sprite.setCurrentTileIndex(1);
	mPlayer2_Sprite.setCullingEnabled(true); // don't render this sprite if it is not visible on the screen
	PlayerData.mPlayer2_isLookingLeft = true;
	// CREATE PLAYER 2 END
	
	// CREATE THE BALL BEGIN
	startingPosition = getKickoffPosition(SPRITE_BALL);
	mBall_Sprite = new Sprite(startingPosition[0], startingPosition[1], mResourcesManager.mBall_TextureRegion, mVertexManager);
	mBall_Body = PhysicsFactory.createCircleBody(mPhysicsWorld, mBall_Sprite, BodyType.DynamicBody, ObjectFixtures.getBall()); // physics world - object shape - body type - fixture definition
	mBall_Body.setUserData(BODY_TYPE_BALL);
	mBall_Body.setLinearDamping(0.35f); // slows the ball down gradually
	mBall_Body.setBullet(true);
	mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(mBall_Sprite, mBall_Body, true, true)); // object shape - body - updates of position - updates of rotation
	mBall_Sprite.setUserData(mBall_Body);
	// CREATE THE BALL END

	attachChild(mPlayer1_Sprite);
	attachChild(mPlayer2_Sprite);
	attachChild(mBall_Sprite);
	
	if (getDebug() == DEBUG_RENDER) {
		DebugRenderer debugger = new DebugRenderer(mPhysicsWorld, mVertexManager);
		attachChild(debugger);
	}
}
 
開發者ID:delight-im,項目名稱:NationSoccer,代碼行數:57,代碼來源:GameScene.java


注:本文中的org.andengine.extension.debugdraw.DebugRenderer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。