本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.ParticleEffect.load方法的典型用法代碼示例。如果您正苦於以下問題:Java ParticleEffect.load方法的具體用法?Java ParticleEffect.load怎麽用?Java ParticleEffect.load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.ParticleEffect
的用法示例。
在下文中一共展示了ParticleEffect.load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: getParticleEffect
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public static ParticleEffect getParticleEffect(ParticleEffectType particleEffectType, float positionX, float positionY){
ParticleEffect effect = new ParticleEffect();
effect.load(Gdx.files.internal(particleEffectType.getValue()), Gdx.files.internal(SFX_ROOT_DIR));
effect.setPosition(positionX, positionY);
switch(particleEffectType){
case CANDLE_FIRE:
effect.scaleEffect(1.6f);
break;
case LANTERN_FIRE:
effect.scaleEffect(.6f);
break;
case LAVA_SMOKE:
effect.scaleEffect(1.6f);
break;
case WAND_ATTACK:
effect.scaleEffect(4.0f);
break;
default:
break;
}
effect.start();
return effect;
}
示例2: Car
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public Car(String name, String lane, Texture texture, Vector2 pos, Vector2 direction) {
super(texture, pos, direction);
this.eType = 1;
if(name.equals("CAR1")){
carWidth = TextureManager.CAR1.getWidth();
carHeight = TextureManager.CAR1.getHeight();
}else if(name.equals("CAR2")){
carWidth = TextureManager.CAR2.getWidth();
carHeight = TextureManager.CAR2.getHeight();
}
smokeEffect = new ParticleEffect();
smokeEffect.load(Gdx.files.internal("effects/car_smoke_1.p"), Gdx.files.internal("effect_img"));
smokeEffect.setPosition(this.pos.x + carWidth / 2, this.pos.y + carHeight / 10 );
smokeEffect.start();
}
示例3: ParticleEffectPools
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的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4: FireWorksLayer
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public FireWorksLayer(GameGrid gameGrid) {
super();
gameGrid.events().register(this);
TutorialEngine.instance().eventBus().register(this);
AchievementEngine.instance().eventBus().register(this);
ParticleEffect particleEffect = new ParticleEffect();
particleEffect.load(Gdx.files.internal("particles/firework.p"), Gdx.files.internal("particles"));
Set<float[]> colors = Sets.newHashSet();
colors.add(makeParticleColorArray(Color.WHITE, Color.RED, Color.ORANGE));
colors.add(makeParticleColorArray(Color.WHITE, Color.BLUE, Color.GREEN));
colors.add(makeParticleColorArray(Color.WHITE, Color.YELLOW, Color.PINK));
colors.add(makeParticleColorArray(Color.WHITE, Color.PINK, Color.MAGENTA));
colors.add(makeParticleColorArray(Color.WHITE, Color.BLUE, Color.CYAN));
colorsIterator = Iterators.cycle(colors);
worldBounds = new Rectangle();
for (int i = 0; i < 10; i++) {
addChild(new ParticleEffectManager(new ParticleEffect(particleEffect), colorsIterator, worldBounds));
}
}
示例5: PoisonDrop
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public PoisonDrop(final CDGame game) {
super(game);
x = MathUtils.random(0, game.GAME_WIDTH-64);
y = game.GAME_HEIGHT;
width = 64;
height = 64;
loseOnMiss = false;
gainValue = 0;
loseValue = 2;
rectImg = new Texture("poison.png");
poisonTimer = 10;
nowTimeInSeconds = TimeUtils.nanosToMillis(TimeUtils.nanoTime())/1000;
lastTimeInSeconds = nowTimeInSeconds;
fireEffect = new ParticleEffect();
fireEffect.load(Gdx.files.internal("fire.p"), Gdx.files.internal(""));
fireEffectPool = new ParticleEffectPool(fireEffect, 1, 2);
firePEffect = fireEffectPool.obtain();
}
示例6: loadAssets
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
@Override
public void loadAssets()
{
loader.parseLevel(world);
game.assets.manager.load("data/hud/hud.pack", TextureAtlas.class);
game.assets.manager.load("data/hud/controls.pack", TextureAtlas.class);
game.assets.manager.load("data/maryo/small.pack", TextureAtlas.class);
game.assets.manager.load("data/game/logo/smc_big_1.png", Texture.class, game.assets.textureParameter);
game.assets.manager.load("data/game/background/more_hills.png", Texture.class, game.assets.textureParameter);
game.assets.manager.load("data/sounds/audio_on.mp3", Sound.class);
cloudsPEffect = new ParticleEffect();
cloudsPEffect.load(game.assets.resolver.resolve("data/animation/particles/clouds_emitter.p"), game.assets.resolver.resolve("data/clouds/default_1/"));
cloudsPEffect.setPosition(Constants.MENU_CAMERA_WIDTH / 2, Constants.MENU_CAMERA_HEIGHT);
cloudsPEffect.start();
game.assets.manager.load("data/hud/lock.png", Texture.class, game.assets.textureParameter);
exitDialog.loadAssets();
settingsDialog.loadAssets();
}
示例7: addParticleEffect
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
/**
* Add new (and activate) the effect just has been added.
* @param key key of effect
* @param particleEffectFilePath File path of effect file
* @param dirPathOfImages path of folder that contains images for effect
* @param isActiveEffect set Active Effect for effect just has been added.
*/
public void addParticleEffect(String key, String particleEffectFilePath, String dirPathOfImages){
if(collection.containsKey(key))
{
throw new GdxRuntimeException("Key for the particle effect is existing!");
}
ParticleEffect effect = new ParticleEffect();
effect.load(Gdx.files.internal(particleEffectFilePath),Gdx.files.internal(dirPathOfImages));
ParticleEffectPool pool = new ParticleEffectPool(effect, 1, 2);
collection.put(key, pool);
}
示例8: Particles
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public Particles(TextureAtlas textureAtlas) {
fireworkEffects = new ParticleEffectPool.PooledEffect[5];
startColors = new float[][]{ //
new float[]{0, .58f, 1}, // blue
new float[]{1, .984f, .267f}, // yellow
new float[]{.969f, .11f, 1}, // pink
new float[]{1, .02f, .082f}, // red
new float[]{.816f, 0, 1}, // violet
new float[]{0, 1, .098f}, // green
};
ParticleEffect fireworksEffect = new ParticleEffect();
fireworksEffect.load(Gdx.files.internal("particles/fireworks.p"), textureAtlas);
// if particle effect includes additive or pre-multiplied particle emitters
// you can turn off blend function clean-up to save a lot of draw calls
// but remember to switch the Batch back to GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
// before drawing "regular" sprites or your Stage.
fireworksEffect.setEmittersCleanUpBlendFunction(false);
fireworksEffectPool = new ParticleEffectPool(fireworksEffect, 1, 5);
for (int i = 0; i < fireworkEffects.length; i++) {
ParticleEffectPool.PooledEffect effect = fireworksEffectPool.obtain();
resetFireworksEffect(effect);
fireworkEffects[i] = effect;
}
}
示例9: load
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public EscapyWeather load(String[] pFile, String[] pImg, String[] names) {
for (int i = 0; i < pFile.length; i++) {
ParticleEffect tmp = new ParticleEffect();
tmp.load(new FileHandle(pFile[i]), new FileHandle(pImg[i]));
tmp.setPosition(0, -50);
weatherArray.addSource(new ParticleEffectPool(tmp, 0, 10), names[i]);
}
return this;
}
示例10: loadParticle
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
private Entity loadParticle(OverlapScene scene, JsonValue value) {
Entity entity = new Entity();
logger.info("loading particle: " + value.getString("particleName") + " " + value.getString("itemIdentifier", ""));
NodeComponent node = new NodeComponent();
TransformComponent transform = new TransformComponent();
ParticleComponent particle = new ParticleComponent();
ZIndexComponent index = new ZIndexComponent();
SizeComponent size = new SizeComponent();
IDComponent id = new IDComponent();
id.value = value.getInt("uniqueId");
loadTransform(transform, value);
index.layer = value.getString("layerName");
String particleName = value.getString("particleName");
ParticleEffect effect = new ParticleEffect();
effect.load(
Gdx.files.internal(PARTICLES_DIR + particleName),
atlas
);
particle.effect = effect;
BoundingBox box = particle.effect.getBoundingBox();
size.width = (box.max.x - box.min.x) * parameters.units;
size.height = (box.max.y - box.min.y) * parameters.units;
entity.add(node);
entity.add(size);
entity.add(transform);
entity.add(particle);
entity.add(index);
entity.add(id);
return entity;
}
示例11: EntityManager
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public EntityManager() {
/**
* for create entities
*/
speed = GameScreen.speed;
screenHeight = Gdx.graphics.getHeight();
screenWidth = Gdx.graphics.getWidth();
entityHeight = TextureManager.COINGOLD.getHeight();
entityWidthHalf = TextureManager.COINGOLD.getWidth() / 2;
c1x = (1 * (screenWidth / 8)) - (TextureManager.CAR1.getWidth() / 2);
c2x = (5 * (screenWidth / 8)) - (TextureManager.CAR2.getWidth() / 2);
carOne = new CarOne(new Vector2(c1x, 20), new Vector2(0, 0));
carTwo = new CarTwo(new Vector2(c2x, 20), new Vector2(0, 0));
treesAndGolds = new Array<Entity>();
scoreBoard = new ScoreBoard(new Vector2(screenWidth - (TextureManager.SCOREBOARD.getWidth() / 5 * 3), Gdx.graphics.getHeight() - (TextureManager.SCOREBOARD.getHeight() / 5 * 3)), new Vector2(0, 0));
//Gold effects
goldEffectFile = Gdx.files.internal("effects/get_golds_1.p");
goldEffectImg = Gdx.files.internal("effect_img");
goldEffect = new ParticleEffect();
goldEffect.load(goldEffectFile, goldEffectImg);
// Gold sound
goldEffectSound = Gdx.files.internal("sounds/coin_gold_sound.mp3");
coinGoldSound = Gdx.audio.newSound(goldEffectSound);
}
示例12: load
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
@Override
public ParticleEffect load(AssetManager assetManager, String fileName, FileHandle file,
ParticleParameter parameter) {
final ParticleEffect effect = new ParticleEffect();
effect.load(file, resolve(""));
return effect;
}
示例13: show
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
@Override
public void show() {
batch = new SpriteBatch();
logo = new Texture("udacity_logo_white.png");
logoHeight = logo.getHeight() * LOGO_WIDTH / logo.getWidth();
ParticleEffect touchEffect = new ParticleEffect();
touchEffect.load(Gdx.files.internal("UdacityEmitter.p"), Gdx.files.internal(""));
touchEffect.setEmittersCleanUpBlendFunction(false);
touchEffectPool = new ParticleEffectPool(touchEffect, 1, 2);
Gdx.input.setInputProcessor(this);
}
示例14: loadTemplates
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public void loadTemplates () {
for (int i = 0; i < ParticleType.values().length; i++) {
ParticleEffect template = new ParticleEffect();
template.load(Gdx.files.internal(ROOT_DIR + ParticleType.values()[i].file), Gdx.files.internal(ROOT_DIR));
template.scaleEffect(0.02f);
effectTemplates.add(template);
ParticleEffectPool pool = new ParticleEffectPool(template, 4, 20);
effectPools.add(pool);
}
}
示例15: Particle
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public Particle(String particleFileString, float x, float y) {
particleEffect = new ParticleEffect();
particleEffect.load(Gdx.files.internal(particleFileString), Gdx.files.internal("particles"));
particleEffect.setPosition(x, y);
particleEffect.scaleEffect(1 / GameManager.PPM);
particleEffect.start();
}