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Java ApplicationType.iOS方法代碼示例

本文整理匯總了Java中com.badlogic.gdx.Application.ApplicationType.iOS方法的典型用法代碼示例。如果您正苦於以下問題:Java ApplicationType.iOS方法的具體用法?Java ApplicationType.iOS怎麽用?Java ApplicationType.iOS使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在com.badlogic.gdx.Application.ApplicationType的用法示例。


在下文中一共展示了ApplicationType.iOS方法的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: tryLoadIOSTWitterAPI

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
private void tryLoadIOSTWitterAPI() {

		if (Gdx.app.getType() != ApplicationType.iOS) {
			Gdx.app.debug(TAG, "Skip loading gdx-twitter for iOS. Not running iOS. \n");
			return;
		}
		try {

			// Class<?> activityClazz =
			// ClassReflection.forName("com.badlogic.gdx.backends.iosrobovm.IOSApplication");
			final Class<?> twitterClazz = ClassReflection.forName("de.tomgrill.gdxtwitter.ios.IOSTwitterAPI");

			Object twitter = ClassReflection.getConstructor(twitterClazz, TwitterConfig.class).newInstance(config);

			twitterAPI = (TwitterAPI) twitter;

			Gdx.app.debug(TAG, "gdx-twitter for iOS loaded successfully.");

		} catch (ReflectionException e) {
			Gdx.app.debug(TAG, "Error creating gdx-twitter for iOS (are the gdx-twitter **.jar files installed?). \n");
			e.printStackTrace();
		}

	}
 
開發者ID:TomGrill,項目名稱:gdx-twitter,代碼行數:25,代碼來源:TwitterSystem.java

示例2: consumeCustomData

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
@Override
public void consumeCustomData (int target) {
	if (!Gdx.graphics.supportsExtension("texture_float"))
		throw new GdxRuntimeException("Extension OES_TEXTURE_FLOAT not supported!");

	// this is a const from GL 3.0, used only on desktops
	final int GL_RGBA32F = 34836;

	// GLES and WebGL defines texture format by 3rd and 8th argument,
	// so to get a float texture one needs to supply GL_RGBA and GL_FLOAT there.
	if (Gdx.app.getType() == ApplicationType.Android || Gdx.app.getType() == ApplicationType.iOS
		|| Gdx.app.getType() == ApplicationType.WebGL) {
		Gdx.gl.glTexImage2D(target, 0, GL20.GL_RGBA, width, height, 0, GL20.GL_RGBA, GL20.GL_FLOAT, buffer);
	} else {
		// in desktop OpenGL the texture format is defined only by the third argument,
		// hence we need to use GL_RGBA32F there (this constant is unavailable in GLES/WebGL)
		Gdx.gl.glTexImage2D(target, 0, GL_RGBA32F, width, height, 0, GL20.GL_RGBA, GL20.GL_FLOAT, buffer);
	}
}
 
開發者ID:basherone,項目名稱:libgdxcn,代碼行數:20,代碼來源:FloatTextureData.java

示例3: keyUp

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
@Override
public boolean keyUp(int keycode) {
	if(keycode==Keys.ESCAPE)
	{
		Gdx.app.log("MainMenu", "quit");
		if(Gdx.app.getType()!=ApplicationType.iOS)
			Gdx.app.exit();
		return true;
	}
	return false;
}
 
開發者ID:stdio2016,項目名稱:ShapeClear,代碼行數:12,代碼來源:MainMenu.java

示例4: UserInterface

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
public UserInterface(){
logger = new Logger("UserInterface",LOG_LEVEL);
logger.debug("initializing");
	
stage = new Stage();
isTouchScreen = (Gdx.app.getType() == ApplicationType.Android || 
						 Gdx.app.getType() == ApplicationType.iOS);

if (isTouchScreen) {
	logger.info("Touchscreen detected");
	createTouchControls();
}
  }
 
開發者ID:Deftwun,項目名稱:ZombieCopter,代碼行數:14,代碼來源:UserInterface.java

示例5: getPlatform

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
public static String getPlatform() {
	ApplicationType type = Gdx.app.getType();
	if (type == ApplicationType.Desktop)
		return "desktop";
	if (type == ApplicationType.Android)
		return "android";
	if (type == ApplicationType.iOS)
		return "ios";
	if (type == ApplicationType.Applet)
		return "applet";
	if (type == ApplicationType.WebGL)
		return "web";
	return "desktop";
}
 
開發者ID:Murii,項目名稱:Tilo-game-framework,代碼行數:15,代碼來源:Tilo.java

示例6: platform

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
public static String platform() {
	ApplicationType type = Gdx.app.getType();
	if (type == ApplicationType.Desktop)
		return "desktop";
	if (type == ApplicationType.Android)
		return "android";
	if (type == ApplicationType.iOS)
		return "ios";
	if (type == ApplicationType.Applet)
		return "applet";
	if (type == ApplicationType.WebGL)
		return "web";
	return "desktop";
}
 
開發者ID:Murii,項目名稱:Tilo-game-framework,代碼行數:15,代碼來源:window.java

示例7: generateMipMap

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
/** Sets the image data of the {@link Texture} based on the {@link Pixmap}. The texture must be bound for this to work. If
 * <code>disposePixmap</code> is true, the pixmap will be disposed at the end of the method. */
public static void generateMipMap (int target, Pixmap pixmap, int textureWidth, int textureHeight) {
	if (!useHWMipMap) {
		generateMipMapCPU(target, pixmap, textureWidth, textureHeight);
		return;
	}

	if (Gdx.app.getType() == ApplicationType.Android || Gdx.app.getType() == ApplicationType.WebGL
		|| Gdx.app.getType() == ApplicationType.iOS) {
		generateMipMapGLES20(target, pixmap);
	} else {
		generateMipMapDesktop(target, pixmap, textureWidth, textureHeight);
	}
}
 
開發者ID:basherone,項目名稱:libgdxcn,代碼行數:16,代碼來源:MipMapGenerator.java

示例8: updateRunning

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
private void updateRunning (float deltaTime) {
	if (Gdx.input.justTouched()) {
		guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));

		if (OverlapTester.pointInRectangle(pauseBounds, touchPoint.x, touchPoint.y)) {
			Assets.playSound(Assets.clickSound);
			state = GAME_PAUSED;
			return;
		}
	}
	
	ApplicationType appType = Gdx.app.getType();
	
	// should work also with Gdx.input.isPeripheralAvailable(Peripheral.Accelerometer)
	if (appType == ApplicationType.Android || appType == ApplicationType.iOS) {
		world.update(deltaTime, Gdx.input.getAccelerometerX());
	} else {
		float accel = 0;
		if (Gdx.input.isKeyPressed(Keys.DPAD_LEFT)) accel = 5f;
		if (Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) accel = -5f;
		world.update(deltaTime, accel);
	}
	if (world.score != lastScore) {
		lastScore = world.score;
		scoreString = "SCORE: " + lastScore;
	}
	if (world.state == World.WORLD_STATE_NEXT_LEVEL) {
		state = GAME_LEVEL_END;
	}
	if (world.state == World.WORLD_STATE_GAME_OVER) {
		state = GAME_OVER;

		if (lastScore >= Settings.highscores[4])
			scoreString = "NEW HIGHSCORE: " + lastScore;
		else
			scoreString = "SCORE: " + lastScore;
		Settings.addScore(lastScore);
		Settings.save();
	}
}
 
開發者ID:Nextpeer,項目名稱:Nextpeer-libgdx-Sample,代碼行數:41,代碼來源:GameScreen.java

示例9: create

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
/**
 * First of all, load resources.
 * When resource loading was finished,
 * we  will enter the game initialization operation.
 */
@Override
public final void create() {
    try {
        this.shapeRenderer = new ShapeRenderer();
        //set up the FPS
        if (engineConfig.debug) this.fps = new C2dFps();
        if (engineConfig.catchBackKey) Gdx.input.setCatchBackKey(true);
        //set up the TweenEngine
        this.setupTweenEngine();
        //set up the camera
        this.setupCamera();
        //the resource manager
        this.assetManager = new AssetManager();
        this.assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));
        this.aliasResourceManager = new AliasResourceManager<String>();
        this.soundManager = new SoundManager();
        this.musicManager = new MusicManager();
        this.languagesManager = new LanguagesManager();
        //the event manager
        this.eventManager = new EventManagerImpl();
        //set up the sprite batch
        this.spriteBatch = new SpriteBatch();
        //set up the default font
        if (Gdx.app.getType() == ApplicationType.WebGL || Gdx.app.getType() == ApplicationType.iOS) {
            this.defaultFont = new BitmapFont(Gdx.files.internal("data/font-c2d.fnt"), false);
        } else {
            this.defaultFont = new BitmapFont();
        }
        //set up the default preferences
        this.preferences = Gdx.app.getPreferences(engineConfig.configFile);
        if (null != engineCallback) {
            engineCallback.preLoad(Gdx.graphics.getDisplayMode(), engineConfig.assets);
        }
        //loading screen
        this.setupLoading();
    } catch (Exception ex) {
        ex.printStackTrace();
    }
}
 
開發者ID:lycying,項目名稱:c2d-engine,代碼行數:45,代碼來源:Engine.java

示例10: updateRunning

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
private void updateRunning (float deltaTime) {
	if (Gdx.input.justTouched()) {
		guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));

		if (OverlapTester.pointInRectangle(pauseBounds, touchPoint.x, touchPoint.y)) {
			Assets.playSound(Assets.clickSound);
			state = GAME_PAUSED;
			return;
		}
	}
	
	ApplicationType appType = Gdx.app.getType();
	
	// should work also with Gdx.input.isPeripheralAvailable(Peripheral.Accelerometer)
	if (appType == ApplicationType.Android || appType == ApplicationType.iOS) {
		world.update(deltaTime, Gdx.input.getAccelerometerX());
	} else {
		float accel = 0;
		if (Gdx.input.isKeyPressed(Keys.DPAD_LEFT)) accel = 5f;
		if (Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) accel = -5f;
		world.update(deltaTime, accel);
	}
	if (world.score != lastScore) {
		lastScore = world.score;
		scoreString = "SCORE: " + lastScore;
	}
	if (world.state == World.WORLD_STATE_NEXT_LEVEL) {
		state = GAME_LEVEL_END;
	}
	if (world.state == World.WORLD_STATE_GAME_OVER) {
		state = GAME_OVER;
		if (lastScore >= Settings.highscores[4])
			scoreString = "NEW HIGHSCORE: " + lastScore;
		else
			scoreString = "SCORE: " + lastScore;
		Settings.addScore(lastScore);
		Settings.save();
	}
}
 
開發者ID:javileyes,項目名稱:pruebaGit1,代碼行數:40,代碼來源:GameScreen.java

示例11: isIOS

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
public static boolean isIOS() {
    return Gdx.app.getType() == ApplicationType.iOS;
}
 
開發者ID:alexschimpf,項目名稱:joe,代碼行數:4,代碼來源:Globals.java

示例12: isRunningOnIOS

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
public static boolean isRunningOnIOS() {
    return Gdx.app.getType() == ApplicationType.iOS;
}
 
開發者ID:gdx-libs,項目名稱:gdx-kiwi,代碼行數:4,代碼來源:GdxUtilities.java

示例13: isTouchScreen

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
@Override
public boolean isTouchScreen() {
    return appType == ApplicationType.Android || appType == ApplicationType.iOS;
}
 
開發者ID:anonl,項目名稱:nvlist,代碼行數:5,代碼來源:SystemEnv.java

示例14: initSpace

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
private void initSpace(LandConfig landCFG) {
	System.out.println("==========SPACE==========");
	GameScreen.landCFG = landCFG;
	inSpace = true;
	
	
	// engine to handle all entities and components
	engine = new Engine();
	

	//===============ENTITIES===============

	//test ships
	engine.addEntity(EntityFactory.createShip3(-100, 400));
	engine.addEntity(EntityFactory.createShip3(-200, 400));		
	engine.addEntity(EntityFactory.createShip3(-300, 400));
	engine.addEntity(EntityFactory.createShip3(-400, 400));		

	Entity aiTest = EntityFactory.createCharacterAI(0, 400);
	//aiTest.add(new CameraFocusComponent());
	engine.addEntity(aiTest);
	
	//add player
	Entity ship = landCFG.ship;
	ship.add(new CameraFocusComponent());
	ship.add(new ControlFocusComponent());
	ship.getComponent(TransformComponent.class).pos.x = landCFG.position.x;
	ship.getComponent(TransformComponent.class).pos.y = landCFG.position.y;
	engine.addEntity(ship);
	//System.out.println("ship: " + String.format("%X", ship.hashCode()));
	
	
	//===============SYSTEMS===============
	//input
	if (Gdx.app.getType() == ApplicationType.Android || Gdx.app.getType() == ApplicationType.iOS) {
		engine.addSystem(new MobileInputSystem());
	} else {
		engine.addSystem(new DesktopInputSystem());
	}
	engine.addSystem(new AISystem());
	
	//loading
	engine.addSystem(new SpaceLoadingSystem());
	engine.addSystem(new SpaceParallaxSystem());
	//Ai...
	
	//logic
	engine.addSystem(new ScreenTransitionSystem());	
	engine.addSystem(new ControlSystem());
	engine.addSystem(new ExpireSystem(1));
	engine.addSystem(new OrbitSystem());
	engine.addSystem(new MovementSystem());
	engine.addSystem(new BoundsSystem());
	engine.addSystem(new CollisionSystem());
	
	
	//rendering
	engine.addSystem(new CameraSystem());
	engine.addSystem(new SpaceRenderingSystem());
	engine.addSystem(new HUDSystem());
	engine.addSystem(new DebugUISystem());
	
	//DebugUISystem.printEntities(engine);
	//DebugUISystem.printSystems(engine);
}
 
開發者ID:0XDE57,項目名稱:SpaceProject,代碼行數:66,代碼來源:GameScreen.java

示例15: initWorld

import com.badlogic.gdx.Application.ApplicationType; //導入方法依賴的package包/類
private void initWorld(LandConfig landCFG) {
	System.out.println("==========WORLD==========");
	DebugUISystem.printObjectFields(landCFG.planet);

	GameScreen.landCFG = landCFG;
	inSpace = false;

	// engine to handle all entities and components
	engine = new Engine();

	// ===============ENTITIES===============
	// add player
	Entity ship = landCFG.ship;
	int position = landCFG.planet.mapSize * SpaceProject.tileSize / 2;//set  position to middle of planet
	ship.getComponent(TransformComponent.class).pos.x = position;
	ship.getComponent(TransformComponent.class).pos.y = position;
	//ship.add(new ControllableComponent());
	//ship.add(new CameraFocusComponent());
	ship.add(new ControlFocusComponent());
	engine.addEntity(ship);
	//System.out.println("ship: " + String.format("%X", ship.hashCode()));

	

	// test ships near player
	engine.addEntity(EntityFactory.createShip3(position + 100, position + 300));
	engine.addEntity(EntityFactory.createShip3(position - 100, position + 300));

	Entity aiTest = EntityFactory.createCharacterAI(position, position + 50);
	//aiTest.add(new CameraFocusComponent());
	engine.addEntity(aiTest);

	
	// ===============SYSTEMS===============
	// input
	if (Gdx.app.getType() == ApplicationType.Android || Gdx.app.getType() == ApplicationType.iOS) {
		engine.addSystem(new MobileInputSystem());
	} else {
		engine.addSystem(new DesktopInputSystem());
	}
	engine.addSystem(new AISystem());

	// loading

	// logic
	engine.addSystem(new ScreenTransitionSystem());
	engine.addSystem(new ControlSystem());
	engine.addSystem(new ExpireSystem(1));
	engine.addSystem(new MovementSystem());
	engine.addSystem(new WorldWrapSystem(landCFG.planet.mapSize));
	engine.addSystem(new BoundsSystem());
	engine.addSystem(new CollisionSystem());

	// rendering
	engine.addSystem(new CameraSystem());
	engine.addSystem(new WorldRenderingSystem(landCFG.planet));
	engine.addSystem(new HUDSystem());
	engine.addSystem(new DebugUISystem());
	
	
	//DebugUISystem.printEntities(engine);
	//DebugUISystem.printSystems(engine);
}
 
開發者ID:0XDE57,項目名稱:SpaceProject,代碼行數:64,代碼來源:GameScreen.java


注:本文中的com.badlogic.gdx.Application.ApplicationType.iOS方法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。