本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.TextureRegion.getTexture方法的典型用法代碼示例。如果您正苦於以下問題:Java TextureRegion.getTexture方法的具體用法?Java TextureRegion.getTexture怎麽用?Java TextureRegion.getTexture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.TextureRegion
的用法示例。
在下文中一共展示了TextureRegion.getTexture方法的2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: textureRegion
import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
/** Sets the texture region. If this Batchable supports multi-texturing, multiple subsequent calls to this method or
* {@link #texture(GLTexture)} will sequentially set the textures in order.
* <p>
* This method must not be called in a Batchable that supports zero textures.
* @return This object for chaining. */
public Quad textureRegion (TextureRegion region) {
regionIndex = (regionIndex + 1) % getNumberOfTextures();
textures[regionIndex] = region.getTexture();
regions[regionIndex].set(region);
return this;
}
示例2: draw
import com.badlogic.gdx.graphics.g2d.TextureRegion; //導入方法依賴的package包/類
public void draw(TextureRegion region, float x, float y, float width, float height) {
if (!drawing) throw new IllegalStateException("DrawingBatch.begin must be called before draw.");
float[] vertices = this.verticies;
Texture texture = region.getTexture();
if (texture != lastTexture) {
switchTexture(texture);
} else if (index == vertices.length)
flush();
final float fx2 = x + width;
final float fy2 = y + height;
final float u = region.getU();
final float v = region.getV2();
final float u2 = region.getU2();
final float v2 = region.getV();
vertices[index++] = x;
vertices[index++] = y;
vertices[index++] = u;
vertices[index++] = v;
vertices[index++] = multTint;
vertices[index++] = addTint;
vertices[index++] = x;
vertices[index++] = fy2;
vertices[index++] = u;
vertices[index++] = v2;
vertices[index++] = multTint;
vertices[index++] = addTint;
vertices[index++] = fx2;
vertices[index++] = fy2;
vertices[index++] = u2;
vertices[index++] = v2;
vertices[index++] = multTint;
vertices[index++] = addTint;
vertices[index++] = fx2;
vertices[index++] = y;
vertices[index++] = u2;
vertices[index++] = v;
vertices[index++] = multTint;
vertices[index++] = addTint;
}