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Java Table.setWidth方法代碼示例

本文整理匯總了Java中com.badlogic.gdx.scenes.scene2d.ui.Table.setWidth方法的典型用法代碼示例。如果您正苦於以下問題:Java Table.setWidth方法的具體用法?Java Table.setWidth怎麽用?Java Table.setWidth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.scenes.scene2d.ui.Table的用法示例。


在下文中一共展示了Table.setWidth方法的5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: MidSection

import com.badlogic.gdx.scenes.scene2d.ui.Table; //導入方法依賴的package包/類
public MidSection(Skin skin) {
	this.setSkin(skin);
       Table waveInfoContainer = new Table(skin);
       Table waveTable = new StatPanel(skin);
       Table nextEnemyTable = new StatPanel(skin);
       Table nextWaveTable = new StatPanel(skin);
       Table buttonContainer = new Table(skin);
       // labels
       Label waveText = new Label("Wave:", skin , "fontHemi20" , "white");
       Label nextEnemyText = new Label("Next Enemy", skin, "fontHemi20", "white");
       _currentWave = new Label("0",skin , "fontHemi20" , "white");
       Label maxWaves = new Label(" / " + PlayState.MAX_WAVES , skin , "fontHemi20" , "white");
       _next_enemy_value = new Label("",skin , "fontHemi20","white");
       
       Label nextWaveTimeText = new Label("In:", skin, "fontHemi20", "white");
       _next_wave_time_value = new Label("",skin , "fontHemi20","white");
       // buttons
       _nextWaveBtn = new TextButton("START",skin);
       // tables
       
       waveTable.add(_currentWave);
       waveTable.add(maxWaves);
       waveInfoContainer.add(waveText).expand().align(Align.left).row();
       waveInfoContainer.add(waveTable).colspan(2).expand().fill().row();
       waveInfoContainer.add(nextEnemyText).align(Align.bottomLeft);
       waveInfoContainer.add(nextWaveTimeText).align(Align.bottomLeft).row();
       nextEnemyTable.add(_next_enemy_value).align(Align.center);
       nextWaveTable.add(_next_wave_time_value).align(Align.bottom).expand().prefWidth(62).align(Align.center);
       waveInfoContainer.add(nextEnemyTable).align(Align.bottomLeft).expand().spaceRight(3f);
       waveInfoContainer.add(nextWaveTable).align(Align.bottomRight).expand().spaceLeft(3f);
       waveInfoContainer.setWidth(150);
       this.add(waveInfoContainer).expand().align(Align.bottom).row();
       buttonContainer.add(_nextWaveBtn).expand().fill().spaceTop(0);
       this.add(buttonContainer).expand().fillX().spaceTop(5).align(Align.bottom).padBottom(2);
}
 
開發者ID:JoakimRW,項目名稱:ExamensArbeteTD,代碼行數:36,代碼來源:MidSection.java

示例2: initGuiInGame

import com.badlogic.gdx.scenes.scene2d.ui.Table; //導入方法依賴的package包/類
private void initGuiInGame() {
    mGuiStage = new Stage(new ScreenViewport());

    Table gameScore = new Table();
    if (DEBUG_RENDERER) {
        gameScore.debug();
    }

    float scorePanelWidth = Gdx.graphics.getWidth() * 0.8f; // 80 % of screen
    float scorePanelHeight = Gdx.graphics.getHeight() * 0.2f; // 20 % of screen

    gameScore.setWidth(scorePanelWidth);
    gameScore.setHeight(scorePanelHeight);
    gameScore.setY(Gdx.graphics.getHeight() - (scorePanelHeight + 30.f));
    gameScore.setX((Gdx.graphics.getWidth() - scorePanelWidth) * 0.5f);

    gameScore.setBackground(new NinePatchDrawable(
            new NinePatch(new Texture(Gdx.files.internal("red_button13.png")), 24, 24, 24, 24)));
    gameScore.pad(32.f);

    Label scoreLabel = new Label("Score", new Label.LabelStyle(
            mDefaultFont, COLOR_FONT));
    scoreLabel.setFontScale(1.2f);

    gameScore.add(scoreLabel).expand();

    gameScore.row();

    mScoreLabel = new Label("" + mPointTotal, new Label.LabelStyle(
            mDefaultFont, COLOR_FONT));
    mScoreLabel.setFontScale(2.0f);

    gameScore.add(mScoreLabel).expand();

    mGuiStage.addActor(gameScore);
}
 
開發者ID:tgobbens,項目名稱:fluffybalance,代碼行數:37,代碼來源:Balanceball.java

示例3: create

import com.badlogic.gdx.scenes.scene2d.ui.Table; //導入方法依賴的package包/類
public void create() {
    Stage stage = new Stage(new ScreenViewport());
    getComponentByType(GuiComponent.class).stage = stage;

    Table gameScore = new Table();

    float scorePanelWidth = Gdx.graphics.getWidth() * 0.8f; // 80 % of screen
    float scorePanelHeight = Gdx.graphics.getHeight() * 0.2f; // 20 % of screen

    gameScore.setWidth(scorePanelWidth);
    gameScore.setHeight(scorePanelHeight);
    gameScore.setY(Gdx.graphics.getHeight() - (scorePanelHeight + 30.f));
    gameScore.setX((Gdx.graphics.getWidth() - scorePanelWidth) * 0.5f);

    gameScore.setBackground(new NinePatchDrawable(
            new NinePatch(new Texture(Gdx.files.internal("red_button13.png")), 24, 24, 24, 24)));
    gameScore.pad(32.f);

    Label scoreLabel = new Label("Score", new Label.LabelStyle(
            mFont, COLOR_FONT));
    scoreLabel.setFontScale(1.2f);

    gameScore.add(scoreLabel).expand();

    gameScore.row();

    mScoreLabel = new Label("" + 0, new Label.LabelStyle(mFont, COLOR_FONT));
    mScoreLabel.setFontScale(2.0f);

    gameScore.add(mScoreLabel).expand();

    stage.addActor(gameScore);
}
 
開發者ID:tgobbens,項目名稱:fluffybalance,代碼行數:34,代碼來源:IngameGuiEntity.java

示例4: initGuiGameOver

import com.badlogic.gdx.scenes.scene2d.ui.Table; //導入方法依賴的package包/類
private void initGuiGameOver() {
    mGuiGameOverStage = new Stage(new ScreenViewport());

    Table rootTable = new Table();
    if (DEBUG_RENDERER) {
        rootTable.debug();
    }

    // add margin on the bottom for iOS
    final float dialogBottomOffset = (Gdx.app.getType() == Application.ApplicationType.iOS) ? 220 : 0;

    final float dialogMargin = 50.f;
    final float dialogWidth = Gdx.graphics.getWidth() - (dialogMargin * 2.f);
    final float dialogHeight = Gdx.graphics.getHeight() - (dialogMargin * 2.f) - dialogBottomOffset;

    rootTable.setWidth(dialogWidth);
    rootTable.setHeight(dialogHeight);
    rootTable.setPosition(dialogMargin, dialogMargin + dialogBottomOffset);

    rootTable.background(
            new NinePatchDrawable(
                    new NinePatch(new Texture(Gdx.files.internal("blue_panel.png")), 24, 24, 24, 24)));

    Label label = new Label("GAME OVER", mSkin);
    label.setFontScale(2.f);
    label.setStyle(new Label.LabelStyle(mDefaultFont, COLOR_FONT));
    rootTable.add(label).expand().padTop(dialogHeight * 0.025f);

    rootTable.row();

    TextButton restartButton = new TextButton("RESTART", mSkin);
    restartButton.getLabel().setFontScale(1.f);
    restartButton.getLabel().setStyle(new Label.LabelStyle(mDefaultFont, COLOR_FONT));
    restartButton.addCaptureListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            onStartGame();
        }
    });

    Array<Integer> highScores = fetchHighScores();

    mHighScoreLabel = new Array<Label>();

    for (int i = 0; i < highScores.size; i++) {
        Label scoreLabel = new Label("high score: " + highScores.get(i), mSkin);
        scoreLabel.setFontScale(1.0f);
        scoreLabel.setStyle(new Label.LabelStyle(mDefaultFont, COLOR_FONT));
        rootTable.add(scoreLabel).expand();
        rootTable.row();

        mHighScoreLabel.add(scoreLabel);
    }

    // don't like the scene2d interface, if has bad defaults and documentation
    // try to correctly position the bottom restart button
    rootTable.add(restartButton).expand().width(
            dialogWidth - (dialogMargin * 4.f)).height(dialogHeight * 0.1f).bottom().padBottom(dialogHeight * 0.05f);

    mGuiGameOverStage.addActor(rootTable);
}
 
開發者ID:tgobbens,項目名稱:fluffybalance,代碼行數:62,代碼來源:Balanceball.java

示例5: create

import com.badlogic.gdx.scenes.scene2d.ui.Table; //導入方法依賴的package包/類
@Override
public void create() {
    Stage stage = new Stage(new ScreenViewport());

    getComponentByType(GuiComponent.class).stage = stage;

    Table rootTable = new Table();
    // add margin on the bottom for iOS
    final float dialogBottomOffset = (Gdx.app.getType() == Application.ApplicationType.iOS) ? 220 : 0;

    final float dialogMargin = 50.f;
    final float dialogWidth = Gdx.graphics.getWidth() - (dialogMargin * 2.f);
    final float dialogHeight = Gdx.graphics.getHeight() - (dialogMargin * 2.f) - dialogBottomOffset;

    mDefaultMargin = dialogWidth * 0.03f;

    rootTable.setWidth(dialogWidth);
    rootTable.setHeight(dialogHeight);
    rootTable.setPosition(dialogMargin, dialogMargin + dialogBottomOffset);

    rootTable.background(
            new NinePatchDrawable(
                    new NinePatch(new Texture(Gdx.files.internal("blue_panel.png")), 24, 24, 24, 24)));

    // HEADER
    Label label = new Label("LEADERBOARD", mSkin);
    label.setFontScale(1.6f);
    label.setStyle(new Label.LabelStyle(mFont, COLOR_FONT));
    rootTable.add(label)
            .expand(true, false)
            .padTop(dialogHeight * 0.05f)
            .padBottom(mDefaultMargin * 0.5f);

    rootTable.row();

    mScrollPaneTable = new Table(mSkin);
    ScrollPane scrollPane = new ScrollPane(mScrollPaneTable);

    rootTable.add(scrollPane)
            .fill()
            .expand()
            .padTop(mDefaultMargin * 0.5f)
            .padBottom(mDefaultMargin * 0.5f);
    rootTable.row();

    // RESTART button
    TextButton restartButton = new TextButton("RESTART", mSkin);
    restartButton.getLabel().setFontScale(1.f);
    restartButton.getLabel().setStyle(new Label.LabelStyle(mFont, COLOR_FONT));
    restartButton.addCaptureListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            mEngine.getFirstEntityOfType(GameStateEntity.class).onStartGame();
        }
    });

    // try to correctly position the bottom restart button
    rootTable.add(restartButton)
            .expand(true, false)
            .width(dialogWidth - (dialogMargin * 4.f))
            .height(dialogHeight * 0.08f)
            .padTop(mDefaultMargin * 0.5f)
            .padBottom(mDefaultMargin)
            .padLeft(mDefaultMargin)
            .padRight(mDefaultMargin)
            .center();

    stage.addActor(rootTable);
}
 
開發者ID:tgobbens,項目名稱:fluffybalance,代碼行數:70,代碼來源:LeaderBoardGuiEntity.java


注:本文中的com.badlogic.gdx.scenes.scene2d.ui.Table.setWidth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。