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Java ParticleEffect.start方法代碼示例

本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.ParticleEffect.start方法的典型用法代碼示例。如果您正苦於以下問題:Java ParticleEffect.start方法的具體用法?Java ParticleEffect.start怎麽用?Java ParticleEffect.start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.graphics.g2d.ParticleEffect的用法示例。


在下文中一共展示了ParticleEffect.start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;
}
 
開發者ID:Mignet,項目名稱:Inspiration,代碼行數:24,代碼來源:ParticleEffectFactory.java

示例2: Shoot

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public Shoot(String nameTexture, int x, int y, GameObject shooter, ParticleEffect shootEffect, ParticleEffect destroyEffect, String shootFX) {
    super(nameTexture,x,y);
    this.shooter = shooter;
    shocked = false;

    originalShootPosition = new Vector2(x,y);

    //Creamos los efectos de partículas si no vienen nulos
    if (shootEffect != null) {
        this.shootEffect = shootEffect;
        shootEffect.start();
    }
    if (destroyEffect != null) {
        this.destroyEffect = destroyEffect;
        destroyEffect.start();
    }

    this.shootFX = shootFX;
}
 
開發者ID:SpaceGame-ETSII,項目名稱:spacegame,代碼行數:20,代碼來源:Shoot.java

示例3: 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();
    }
 
開發者ID:ilimturan,項目名稱:Crazy-Car-Race,代碼行數:21,代碼來源:Car.java

示例4: addParticleEffectActuator

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public ActuatorEntity addParticleEffectActuator(ParticleEffect effect,
		boolean autoStart, float locaPosX, float locaPosY) {
	ParticleEffectActuator component = (ParticleEffectActuator) recoverComponent(ActuatorComponentsLookup.ParticleEffectActuator);
	if (component == null) {
		component = new ParticleEffectActuator(effect, autoStart, locaPosX,
				locaPosY);
	} else {
		component.particleEffect = effect;
		component.actuator = (indexOwner) -> {
			GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
			RigidBody rc = owner.getRigidBody();
			Transform transform = rc.body.getTransform();
			effect.setPosition(transform.getPosition().x + locaPosX,
					transform.getPosition().y + locaPosY);
			effect.update(Gdx.graphics.getDeltaTime());
			if (autoStart && effect.isComplete())
				effect.start();
		};
	}
	addComponent(ActuatorComponentsLookup.ParticleEffectActuator, component);
	return this;
}
 
開發者ID:Rubentxu,項目名稱:Entitas-Java,代碼行數:23,代碼來源:ActuatorEntity.java

示例5: replaceParticleEffectActuator

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public ActuatorEntity replaceParticleEffectActuator(ParticleEffect effect,
		boolean autoStart, float locaPosX, float locaPosY) {
	ParticleEffectActuator component = (ParticleEffectActuator) recoverComponent(ActuatorComponentsLookup.ParticleEffectActuator);
	if (component == null) {
		component = new ParticleEffectActuator(effect, autoStart, locaPosX,
				locaPosY);
	} else {
		component.particleEffect = effect;
		component.actuator = (indexOwner) -> {
			GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
			RigidBody rc = owner.getRigidBody();
			Transform transform = rc.body.getTransform();
			effect.setPosition(transform.getPosition().x + locaPosX,
					transform.getPosition().y + locaPosY);
			effect.update(Gdx.graphics.getDeltaTime());
			if (autoStart && effect.isComplete())
				effect.start();
		};
	}
	replaceComponent(ActuatorComponentsLookup.ParticleEffectActuator,
			component);
	return this;
}
 
開發者ID:Rubentxu,項目名稱:Entitas-Java,代碼行數:24,代碼來源:ActuatorEntity.java

示例6: addEffect

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public void addEffect(String name, Vector2 position, float angle){
	logger.debug("Creating effect: " + name);
	ParticleEffect effect = App.assets.getEffect(name);
	if (effect == null) {
		logger.error("Couldn't create particle effect: " + name);
		return;
	}
	ParticleEffect e = new ParticleEffect(effect);
	for (ParticleEmitter emitter : e.getEmitters()){
		float a1 = emitter.getAngle().getHighMin(),
			  a2 = emitter.getAngle().getHighMax();
		
		emitter.getRotation().setHighMin(a1 + angle);
		emitter.getRotation().setHighMax(a2 + angle);
	}
	e.setPosition(position.x * App.engine.PIXELS_PER_METER, position.y * App.engine.PIXELS_PER_METER);
	e.start();
	effects.add(e);
	
}
 
開發者ID:Deftwun,項目名稱:ZombieCopter,代碼行數:21,代碼來源:ParticleSystem.java

示例7: 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();

  }
 
開發者ID:pedja1,項目名稱:SMC-Android,代碼行數:21,代碼來源:MainMenuScreen.java

示例8: onCreateColor

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
@Override
public void onCreateColor(Monster monster, MonsterColor color) {
	ParticleEffect effect = manager.create(Assets.getInstance().get(Assets.FLARE, ParticleEffect.class), false);
	Maze maze = monster.getMaze();
	
	float x = color.getX() * maze.getBlockSize() + maze.getX() + maze.getBlockSize() / 2;
	float y = color.getY() * maze.getBlockSize() + maze.getY() + maze.getBlockSize() / 2;
	
	effect.setPosition(x, y);

	manager.setColor(effect, new float[]{color.r, color.g, color.b}, new float[]{0f});
	effect.start();
	
	for (ParticleEmitter e : effect.getEmitters()) {
		e.getScale().setLow(Gdx.graphics.getWidth() / 100f);
		e.getDuration().setLow(Monster.LENGTH * StupidMonsterLogic.INTERVAL);
		e.getLife().setLow(Monster.LENGTH * StupidMonsterLogic.INTERVAL);
		e.getDuration().setLowMin(Monster.LENGTH * StupidMonsterLogic.INTERVAL);
		e.getLife().setLowMin(Monster.LENGTH * StupidMonsterLogic.INTERVAL);
		e.getVelocity().setLow(Gdx.graphics.getWidth() / 300f);
	}
	
	effects.put(color, effect);
}
 
開發者ID:bitbrain,項目名稱:maze,代碼行數:25,代碼來源:GameParticleHandler.java

示例9: onRemoveTrailColor

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
@Override
public void onRemoveTrailColor(MonsterColor color) {
	
	Maze maze = color.getMonster().getMaze();
	ParticleEffect effect = manager.create(Assets.getInstance().get(Assets.FLARE, ParticleEffect.class), false);
	float x = color.getX() * maze.getBlockSize() + maze.getX() + maze.getBlockSize() / 2;
	float y = color.getY() * maze.getBlockSize() + maze.getY() + maze.getBlockSize() / 2;
	
	effect.setPosition(x, y);

	manager.setColor(effect, new float[]{color.r, color.g, color.b}, new float[]{0f});
	effect.start();
	
	for (ParticleEmitter e : effect.getEmitters()) {
		e.getScale().setLow(Gdx.graphics.getWidth() / 30f);
		e.getDuration().setLow(Monster.LENGTH * StupidMonsterLogic.INTERVAL / 104);
		e.getLife().setLow(Monster.LENGTH * StupidMonsterLogic.INTERVAL / 140);
		e.getDuration().setLowMin(Monster.LENGTH * StupidMonsterLogic.INTERVAL / 140);
		e.getLife().setLowMin(Monster.LENGTH * StupidMonsterLogic.INTERVAL / 140);
		e.getVelocity().setLow(Gdx.graphics.getWidth() / 50f);
	}
	
	effects.put(color, effect);
	
	Gdx.input.vibrate(20);
}
 
開發者ID:bitbrain,項目名稱:maze,代碼行數:27,代碼來源:GameParticleHandler.java

示例10: Fire

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public Fire(GameObject shooter, float xTarget, float yTarget, ParticleEffect shoot) {
    super("yellow_shoot", 0, 0, shooter,null,null,null);

    if (!this.isFromShootOfEnemy()) {
        this.setX((int)(shooter.getX()+shooter.getWidth()+this.getHeight()));
    } else {
        this.setX((int) shooter.getX());
    }
    this.setY(getShooter().getY() + this.getHeight());
    this.setOrigin(0,this.getHeight()/2);

    FULL_WIDTH = getWidth();
    actualReasonOfScaling = 0.0f;

    this.shoot = shoot;
    shoot.getEmitters().first().setPosition(this.getX() - this.getHeight()/2, this.getY()+this.getHeight()/2);

    vector = new Vector2();

    //Si es la nave el shooter, o bien el shooter del shoot que ejecutó el fuego, usamos el touchManager
    if (!this.isFromShootOfEnemy()) {
        targetVector = TouchManager.getTouchFromPosition(xTarget, yTarget);
    } else {
        targetVector = new Vector3();
        targetVector.x = xTarget;
        targetVector.y = yTarget;
    }

    recalculateLifeShootEffect();

    shoot.start();
}
 
開發者ID:SpaceGame-ETSII,項目名稱:spacegame,代碼行數:33,代碼來源:Fire.java

示例11: ParticleEffectActuator

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public ParticleEffectActuator(ParticleEffect effect, boolean autoStart, float locaPosX, float locaPosY) {
    this.particleEffect = effect;
    this.actuator = (indexOwner)-> {
        GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
        RigidBody rc = owner.getRigidBody();
        Transform transform = rc.body.getTransform();
        effect.setPosition(transform.getPosition().x + locaPosX, transform.getPosition().y + locaPosY);
        effect.update(Gdx.graphics.getDeltaTime());
        if(autoStart && effect.isComplete()) effect.start();

    };
}
 
開發者ID:Rubentxu,項目名稱:Entitas-Java,代碼行數:13,代碼來源:ParticleEffectActuator.java

示例12: 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();
}
 
開發者ID:yichen0831,項目名稱:Bomberman_libGdx,代碼行數:8,代碼來源:Particle.java

示例13: Fireball

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public Fireball(World world, float x, float y, float width) {
    super(null, new CircleShape(), world, x, y, width);
    this.lifeSpan = 3000;
    effect = new ParticleEffect();
    effect.load(Gdx.files.internal("fire.p"), Assets.getAtlas());
    effect.scaleEffect(width);
    effect.setDuration((int) (lifeSpan - 1000));
    effect.start();
}
 
開發者ID:AnthonyOstrich,項目名稱:NicolasRage,代碼行數:10,代碼來源:Fireball.java

示例14: ParticleStatus

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
public ParticleStatus(Actor owner, long time, String name, ParticleEffect particleEffect) {
    super(owner, time, name);
    this.particleEffect = particleEffect;
    particleEffect.setDuration((int) time - 1000);
    particleEffect.scaleEffect(owner.getWidth() * owner.getHeight() / 4);
    particleEffect.start();
}
 
開發者ID:AnthonyOstrich,項目名稱:NicolasRage,代碼行數:8,代碼來源:ParticleStatus.java

示例15: onAssetsLoaded

import com.badlogic.gdx.graphics.g2d.ParticleEffect; //導入方法依賴的package包/類
@Override
public void onAssetsLoaded()
{
    hud.initAssets();
    world.level = loader.level;
    audioOn = game.assets.manager.get("data/sounds/audio_on.mp3", Sound.class);
    exitDialog.initAssets();

    debugFont = game.assets.manager.get("debug.ttf");
    debugFont.setColor(1, 0, 0, 1);

    debugObjectFont = game.assets.manager.get("debug_object.ttf");
    debugGlyph = new GlyphLayout();

    for (GameObject go : loader.level.gameObjects)
    {
        go.initAssets();
    }

    BitmapFont pointsFont = game.assets.manager.get("kill-points.ttf");
    pointsFont.setColor(1, 1, 1, 1);
    killPointsTextHandler = new KillPointsTextHandler(pointsFont);
    for(Background background : world.level.backgrounds)
    {
        background.onAssetsLoaded(cam, game.assets);
    }

    if(!TextUtils.isEmpty(world.level.particleEffect))
    {
        globalEffect = new ParticleEffect(game.assets.manager.get(world.level.particleEffect, ParticleEffect.class));
        globalEffect.start();
    }
}
 
開發者ID:pedja1,項目名稱:SMC-Android,代碼行數:34,代碼來源:GameScreen.java


注:本文中的com.badlogic.gdx.graphics.g2d.ParticleEffect.start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。