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Java Preferences.putFloat方法代碼示例

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


在下文中一共展示了Preferences.putFloat方法的6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: setDefaultPrefs

import com.badlogic.gdx.Preferences; //導入方法依賴的package包/類
public void setDefaultPrefs( Preferences prefs )
{
	prefs.putBoolean( "pathfindMovement", false );

	prefs.putFloat( "musicVolume", 1 );
	prefs.putFloat( "ambientVolume", 1 );
	prefs.putFloat( "effectVolume", 1 );

	prefs.putInteger( "resolutionX", 800 );
	prefs.putInteger( "resolutionY", 600 );
	prefs.putBoolean( "fullscreen", false );
	prefs.putBoolean( "borderless", false );
	prefs.putBoolean( "vSync", true );
	prefs.putInteger( "fps", 0 );
	prefs.putFloat( "animspeed", 1 );
	prefs.putInteger( "msaa", 16 );

	Global.Controls.defaultArrow();
	for ( Controls.Keys key : Controls.Keys.values() )
	{
		prefs.putInteger( key.toString(), Global.Controls.getKeyCode( key ) );
	}
}
 
開發者ID:infinity8,項目名稱:Roguelike,代碼行數:24,代碼來源:LwjglApplicationChanger.java

示例2: SoundManager

import com.badlogic.gdx.Preferences; //導入方法依賴的package包/類
private SoundManager() {

		Preferences pref = Gdx.app.getPreferences(GameCore.TITLE);

		mEffectsVolume = 1.0f;
		mAmbience = AssetHandler.getInstance().getMusic("sound/nature.mp3");
		mClicked = AssetHandler.getInstance().getSound("sound/click.wav");
		mReleased = AssetHandler.getInstance().getSound("sound/release.wav");
		mMove = AssetHandler.getInstance().getSound("sound/move.wav");

		if (pref.contains(PreferenceStrings.MUSIC_VOLUME)) {
			mAmbience.setVolume(pref.getFloat(PreferenceStrings.MUSIC_VOLUME) / 100.0f);
		} else {
			pref.putFloat(PreferenceStrings.MUSIC_VOLUME, 1.0f);
		}

		if (pref.contains(PreferenceStrings.EFFECTS_VOLUME)) {
			mEffectsVolume = pref.getFloat(PreferenceStrings.EFFECTS_VOLUME) / 100.0f;
		} else {
			pref.putFloat(PreferenceStrings.EFFECTS_VOLUME, 1.0f);
		}

		mAmbience.setLooping(true);
		mAmbience.play();

		pref.flush();
	}
 
開發者ID:nkarasch,項目名稱:ChessGDX,代碼行數:28,代碼來源:SoundManager.java

示例3: setDefaultPrefs

import com.badlogic.gdx.Preferences; //導入方法依賴的package包/類
public void setDefaultPrefs( Preferences prefs )
{
	prefs.putBoolean( "pathfindMovement", false );

	prefs.putFloat( "musicVolume", 1 );
	prefs.putFloat( "ambientVolume", 1 );
	prefs.putFloat( "effectVolume", 1 );

	prefs.putInteger( "resolutionX", 480 );
	prefs.putInteger( "resolutionY", 360 );
	prefs.putInteger( "fps", 30 );
	prefs.putFloat( "animspeed", 1 );
}
 
開發者ID:infinity8,項目名稱:Roguelike,代碼行數:14,代碼來源:AndroidApplicationChanger.java

示例4: setIn

import com.badlogic.gdx.Preferences; //導入方法依賴的package包/類
@Override
public void setIn(final Preferences preferences, final float preferenceValue) {
    preferences.putFloat(getName(), preferenceValue);
}
 
開發者ID:gdx-libs,項目名稱:gdx-kiwi,代碼行數:5,代碼來源:PreferenceWrapper.java

示例5: createAudioOptions

import com.badlogic.gdx.Preferences; //導入方法依賴的package包/類
public void createAudioOptions(ButtonKeyboardHelper keyboardHelper)
{
	final Preferences prefs = Global.ApplicationChanger.prefs;
	Skin skin = Global.loadSkin();

	Table table = new Table();
	table.defaults().pad( 5 );

	Label musicLabel = new Label("Music Volume", skin);
	final Slider musicSlider = new Slider( 0, 100, 1, false, skin );
	musicSlider.setValue( Global.MusicVolume * 100 );

	keyboardHelper.add( musicSlider, 0, 1 );

	Label ambientLabel = new Label("Ambient Volume", skin);
	final Slider ambientSlider = new Slider( 0, 100, 1, false, skin );
	ambientSlider.setValue( Global.AmbientVolume * 100 );

	keyboardHelper.add( ambientSlider );

	Label effectLabel = new Label("Effect Volume", skin);
	final Slider effectSlider = new Slider( 0, 100, 1, false, skin );
	effectSlider.setValue( Global.EffectVolume * 100 );

	keyboardHelper.add( effectSlider );

	table.add( musicLabel ).expandX().left();
	table.row();
	table.add( musicSlider ).colspan( 2 ).expandX().fillX();
	table.row();
	table.add( ambientLabel ).expandX().left();
	table.row();
	table.add( ambientSlider ).colspan( 2 ).expandX().fillX();
	table.row();
	table.add( effectLabel ).expandX().left();
	table.row();
	table.add( effectSlider ).colspan( 2 ).expandX().fillX();
	table.row();

	saveAudio = new SaveAction() {
		@Override
		public void save( Preferences prefs )
		{
			prefs.putFloat( "musicVolume", musicSlider.getValue() / 100.0f );
			prefs.putFloat( "ambientVolume", ambientSlider.getValue() / 100.0f );
			prefs.putFloat( "effectVolume", effectSlider.getValue() / 100.0f );
		}
	};

	ScrollPane scrollPane = new ScrollPane( table, skin );
	scrollPane.setScrollingDisabled( true, false );
	scrollPane.setVariableSizeKnobs( true );
	scrollPane.setFadeScrollBars( false );
	scrollPane.setScrollbarsOnTop( false );
	scrollPane.setForceScroll( false, true );
	scrollPane.setFlickScroll( false );

	keyboardHelper.scrollPane = scrollPane;

	tabPanel.addTab( "Audio", scrollPane );
}
 
開發者ID:infinity8,項目名稱:Roguelike,代碼行數:62,代碼來源:OptionsScreen.java

示例6: updateVolume

import com.badlogic.gdx.Preferences; //導入方法依賴的package包/類
/**
 * Adds updated values from the sound settings menu into preferences while
 * updating them in-game.
 * 
 * @param musicVolume
 *            0 to 100 maximum
 * @param effectsVolume
 *            0 to 100 maximum
 */
public void updateVolume(float musicVolume, float effectsVolume) {
	Preferences pref = Gdx.app.getPreferences(GameCore.TITLE);
	pref.putFloat(PreferenceStrings.MUSIC_VOLUME, musicVolume);
	pref.putFloat(PreferenceStrings.EFFECTS_VOLUME, effectsVolume);
	mAmbience.setVolume(musicVolume / 100.0f);
	this.mEffectsVolume = effectsVolume / 100.0f;
}
 
開發者ID:nkarasch,項目名稱:ChessGDX,代碼行數:17,代碼來源:SoundManager.java


注:本文中的com.badlogic.gdx.Preferences.putFloat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。