本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.Animation.setPlayMode方法的典型用法代碼示例。如果您正苦於以下問題:Java Animation.setPlayMode方法的具體用法?Java Animation.setPlayMode怎麽用?Java Animation.setPlayMode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類com.badlogic.gdx.graphics.g2d.Animation
的用法示例。
在下文中一共展示了Animation.setPlayMode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: init
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public void init() {
CURRENT_STATE = PONY_STATE.STANDING;
isFacingRight = false;
runAnimation = new Animation(FRAME_DURATION, AssetDoctor.getTextureRegion_ATLAS("pony_01"), AssetDoctor.getTextureRegion_ATLAS("pony_02"));
runAnimation.setPlayMode(Animation.PlayMode.LOOP);
cheerAnimation = new Animation(FRAME_DURATION, AssetDoctor.getTextureRegion_ATLAS("pony_cheer_00"), AssetDoctor.getTextureRegion_ATLAS("pony_cheer_01"), AssetDoctor.getTextureRegion_ATLAS("pony_cheer_02"));
cheerAnimation.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);
currentSprite = new Sprite(AssetDoctor.getSprite("pony"));
resizeSprite(currentSprite);
moveToX = x;
moveToY = y;
}
示例2: AnimatedSprite
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public AnimatedSprite(String key, float totalDuration, Integer numLoops, State state) {
super();
Array<AtlasRegion> frames = AssetManager.getInstance().getTextureRegions(key);
float frameDuration = ConversionUtils.ms2s(totalDuration / frames.size);
rawAnimation = new Animation(frameDuration, frames);
this.numLoops = numLoops;
if (numLoops == null || numLoops > 1) {
rawAnimation.setPlayMode(PlayMode.LOOP);
}
this.state = state;
setRegion(getCurrentFrame());
}
示例3: createAnimation
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public static Animation createAnimation(TextureAtlas atlas,
String regionName, float frameDuration, Animation.PlayMode mode) {
ArrayList<TextureRegion> frames = new ArrayList<>();
int idx = 0;
TextureAtlas.AtlasRegion region;
while ((region = atlas.findRegion(regionName, idx)) != null) {
frames.add(region);
idx++;
}
TextureRegion[] regions = new TextureRegion[idx];
Animation anim = new Animation(frameDuration, frames.toArray(regions));
anim.setPlayMode(mode);
return anim;
}
示例4: AnimationDrawable
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public AnimationDrawable(SpriteSheet sheet) {
final int startX = 0;
final int startY = 0;
final int frames = 3;
Array<TextureRegion> tempSpritesUp = AnimationDrawable.grabSprites(sheet, startX, startY, frames);
Array<TextureRegion> tempSpritesDown = AnimationDrawable.grabSprites(sheet, startX, startY + 2, frames);
Array<TextureRegion> tempSpritesLeft = AnimationDrawable.grabSprites(sheet, startX, startY + 1, frames, true);
Array<TextureRegion> tempSpritesRight = AnimationDrawable.grabSprites(sheet, startX, startY + 1, frames);
AnimationDrawable.addMiddleReversed(tempSpritesUp, false);
AnimationDrawable.addMiddleReversed(tempSpritesDown, false);
AnimationDrawable.addMiddleReversed(tempSpritesLeft, false);
AnimationDrawable.addMiddleReversed(tempSpritesRight, false);
animations.put(Type.WALK_DOWN, new Animation(1f / (frames * 1.5f), tempSpritesDown));
animations.put(Type.WALK_UP, new Animation(1f / (frames * 1.5f), tempSpritesUp));
animations.put(Type.WALK_LEFT, new Animation(1f / (frames * 1.5f), tempSpritesLeft));
animations.put(Type.WALK_RIGHT, new Animation(1f / (frames * 1.5f), tempSpritesRight));
for(Animation animation : animations.values()) {
animation.setPlayMode(Animation.PlayMode.LOOP);
}
setAnimationByType(Type.WALK_DOWN); // default animation
}
示例5: reverse
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public Animate reverse() {
final TextureRegion[] srcRegions = _animation.getKeyFrames();
final int n = srcRegions.length;
TextureRegion[] newRegions = new TextureRegion[n];
for(int i = 0; i < n; ++i) {
newRegions[i] = srcRegions[n - 1 - i];
}
Animation newAnimation = new Animation(_animation.getFrameDuration(), newRegions);
newAnimation.setPlayMode(_animation.getPlayMode());
return Animate.create(newAnimation);
}
示例6: init
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public void init() {
CURRENT_STATE = BULLET_STATE.LIVE;
animation = new Animation(FRAME_DURATION, AssetDoctor.getTextureRegion_ATLAS("bullet_a00"), AssetDoctor.getTextureRegion_ATLAS("bullet_a01"));
animation.setPlayMode(Animation.PlayMode.LOOP);
currentSprite = new Sprite(animation.getKeyFrame(elapsedTime));
resizeSprite(currentSprite);
}
示例7: Spatula
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public Spatula(float x, float y) {
super(x, y);
FRAME_DURATION = 0.15f;
SCALE = 2.5f;
STEP_DIST = 15.0f;
STEP_COOLDOWN = 0.150f;
anim = new Animation(FRAME_DURATION, AssetDoctor.getTextureRegion_ATLAS("spatula_00"), AssetDoctor.getTextureRegion_ATLAS("spatula_01"));
anim.setPlayMode(Animation.PlayMode.LOOP);
SPRITE = new Sprite(anim.getKeyFrame(0.0f));
resizeSprite(SPRITE);
killsound = DS.explosionSound;
}
示例8: setupAnimation
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
private void setupAnimation() {
FRAME_DURATION = 0.1f;
steps = 0;
ELAPSED_TIME = 0f;
anim = new Animation(FRAME_DURATION, AssetDoctor.getTextureRegion_ATLAS("burger_00"), AssetDoctor.getTextureRegion_ATLAS("burger_01"));
anim.setPlayMode(Animation.PlayMode.LOOP);
SPRITE = new Sprite(anim.getKeyFrame(0.0f));
resizeSprite(SPRITE);
}
示例9: loadLogo
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
private void loadLogo() {
TextureRegion[] regions = new TextureRegion[16];
for (int i = 0; i < 16; i++) {
regions[i] = new TextureRegion(new Texture("index" + (i + 1) + ".png"), G.LOGO_WIDTH, G.LOGO_HEIGHT);
}
Animation animation = new Animation<>(0.05f, regions);
animation.setPlayMode(Animation.PlayMode.NORMAL);
sprites.put("logo", animation);
}
示例10: load
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
public static void load() {
texture = new Texture(Gdx.files.internal("data/texture.png"));
texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
bg = new TextureRegion(texture, 0, 0, 136, 43);
bg.flip(false, true);
grass = new TextureRegion(texture, 0, 43, 143, 11);
grass.flip(false, true);
birdDown = new TextureRegion(texture, 136, 0, 17, 12);
birdDown.flip(false, true);
bird= new TextureRegion(texture,153,0,17,12);
bird.flip(false,true);
birdUp=new TextureRegion(texture,170,0,17,12);
birdUp.flip(false,true);
TextureRegion[] birds = {birdDown, bird, birdUp};
birdAnimation=new Animation(0.06f,birds);
birdAnimation.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);
skullUp =new TextureRegion(texture,192,0,24,14);
skullDown = new TextureRegion(skullUp);
skullDown.flip(false,true);
bar = new TextureRegion(texture, 136, 16, 22, 3);
bar.flip(false,true);
}
示例11: loadTargetingAnimations
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
private void loadTargetingAnimations()
{
Array<TextureRegion> targeterRegions = new Array<TextureRegion>(ChaseApp.atlas.findRegions("overlayanimations/targeter"));
targetingAnims = new Animation[targeterRegions.size];
for (int i = 0; i < targetingAnims.length; i++)
{
Animation newTargetAnimation = new Animation(1.0f, targeterRegions.get(i));
newTargetAnimation.setPlayMode(Animation.PlayMode.LOOP);
targetingAnims[i] = newTargetAnimation;
}
spotlightAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("overlayanimations/spotlight")));
spotlightAnim.setPlayMode(Animation.PlayMode.LOOP);
}
示例12: loadProjectileAnimations
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
private void loadProjectileAnimations()
{
explosionAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("explosion")));
explosionAnim.setPlayMode(Animation.PlayMode.LOOP);
tankShellAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("tankshell")));
tankShellAnim.setPlayMode(Animation.PlayMode.LOOP);
bulletAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("bullet")));
bulletAnim.setPlayMode(Animation.PlayMode.LOOP);
}
示例13: loadBossAnimations
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
private void loadBossAnimations()
{
sheriffAnim = new Animation(1.0f, new Array<TextureRegion>(ChaseApp.atlas.findRegions("sheriff")));
sheriffAnim.setPlayMode(Animation.PlayMode.LOOP);
Array<TextureRegion> jeepRegions = new Array<TextureRegion>(ChaseApp.atlas.findRegions("jeep"));
jeepAnims = new Animation[jeepRegions.size];
for (int i = 0; i < jeepAnims.length; i++)
{
Animation newJeepAnimation = new Animation(1.0f, jeepRegions.get(i));
newJeepAnimation.setPlayMode(Animation.PlayMode.LOOP);
jeepAnims[i] = newJeepAnimation;
}
steelHorseAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("steelhorse")));
steelHorseAnim.setPlayMode(Animation.PlayMode.LOOP);
boostAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("booststeelhorse")));
boostAnim.setPlayMode(Animation.PlayMode.LOOP);
crashAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("crashsteelhorse")));
crashAnim.setPlayMode(Animation.PlayMode.LOOP);
pallBearerAnim = new Animation(1.0f,
new Array<TextureRegion>(ChaseApp.atlas.findRegions("pallbearer")));
pallBearerAnim.setPlayMode(Animation.PlayMode.LOOP);
Array<TextureRegion> tankRegions = new Array<TextureRegion>(ChaseApp.atlas.findRegions("tank"));
tankAnims = new Animation[tankRegions.size];
for (int i = 0; i < tankAnims.length; i++)
{
Animation newTankAnimation = new Animation(1.0f, tankRegions.get(i));
newTankAnimation.setPlayMode(Animation.PlayMode.LOOP);
tankAnims[i] = newTankAnimation;
}
}
示例14: setAnimation
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
void setAnimation(String newKey) { //generates animation on the fly from the key loookup and the atlas
if (!keys.contains(newKey)) {
throw new NullPointerException();
}
currentKey = newKey;
currentAnimation = new Animation(speeds.get(currentKey), atlases.get(currentKey).getRegions());
currentAnimation.setPlayMode(Animation.PlayMode.LOOP);
}
示例15: create
import com.badlogic.gdx.graphics.g2d.Animation; //導入方法依賴的package包/類
@Override
public void create() {
// shapeRenderer = new ShapeRenderer();
batch = new SpriteBatch();
// 初始化遊戲相機
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
// 初始化UI相機
uiCamera = new OrthographicCamera();
// uiCamera.setToOrtho(false, Gdx.graphics.getWidth(),
// Gdx.graphics.getHeight());
uiCamera.setToOrtho(false, 800, 480);
uiCamera.update();
font = new BitmapFont(Gdx.files.internal("arial.fnt"));
background = new Texture("background.png");
ground = new TextureRegion(new Texture("ground.png"));
ceiling = new TextureRegion(ground);
ceiling.flip(true, true);
rock = new TextureRegion(new Texture("rock.png"));
rockDown = new TextureRegion(rock);
rockDown.flip(false, true);
Texture frame1 = new Texture("plane1.png");
frame1.setFilter(TextureFilter.Linear, TextureFilter.Linear);
Texture frame2 = new Texture("plane2.png");
Texture frame3 = new Texture("plane3.png");
ready = new TextureRegion(new Texture("ready.png"));
gameOver = new TextureRegion(new Texture("gameover.png"));
plane = new Animation(0.05f, new TextureRegion(frame1),
new TextureRegion(frame2), new TextureRegion(frame3),
new TextureRegion(frame2));
plane.setPlayMode(PlayMode.LOOP);
music = Gdx.audio.newMusic(Gdx.files.internal("music.mp3"));
music.setLooping(true);
music.play();
explode = Gdx.audio.newSound(Gdx.files.internal("explode.wav"));
// 初始化遊戲
resetWorld();
}