com.badlogic.gdx.scenes.scene2d.Group.draw()方法的使用及代码示例

x33g5p2x  于2022-01-20 转载在 其他  
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本文整理了Java中com.badlogic.gdx.scenes.scene2d.Group.draw()方法的一些代码示例,展示了Group.draw()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Group.draw()方法的具体详情如下:
包路径:com.badlogic.gdx.scenes.scene2d.Group
类名称:Group
方法名:draw

Group.draw介绍

[英]Draws the group and its children. The default implementation calls #applyTransform(Batch,Matrix4) if needed, then #drawChildren(Batch,float), then #resetTransform(Batch) if needed.
[中]绘制组及其子对象。默认实现在需要时调用#applyTransform(Batch,Matrix4),然后调用#drawChildren(Batch,float),然后调用#resetTransform(Batch)。

代码示例

代码示例来源:origin: libgdx/libgdx

/** If this method is overridden, the super method or {@link #validate()} should be called to ensure the widget group is laid
   * out. */
  public void draw (Batch batch, float parentAlpha) {
    validate();
    super.draw(batch, parentAlpha);
  }
}

代码示例来源:origin: libgdx/libgdx

/** If this method is overridden, the super method or {@link #validate()} should be called to ensure the widget group is laid
   * out. */
  public void draw (Batch batch, float parentAlpha) {
    validate();
    super.draw(batch, parentAlpha);
  }
}

代码示例来源:origin: libgdx/libgdx

public void draw () {
  Camera camera = viewport.getCamera();
  camera.update();
  if (!root.isVisible()) return;
  Batch batch = this.batch;
  batch.setProjectionMatrix(camera.combined);
  batch.begin();
  root.draw(batch, 1);
  batch.end();
  if (debug) drawDebug();
}

代码示例来源:origin: libgdx/libgdx

public void draw () {
  Camera camera = viewport.getCamera();
  camera.update();
  if (!root.isVisible()) return;
  Batch batch = this.batch;
  batch.setProjectionMatrix(camera.combined);
  batch.begin();
  root.draw(batch, 1);
  batch.end();
  if (debug) drawDebug();
}

代码示例来源:origin: libgdx/libgdx

public void draw (Batch batch, float parentAlpha) {
    // Use Stage#toScreenCoordinates, which we know is correct.
    toScreenCoordinates.set(testX, testY).sub(getOriginX(), getOriginY()).scl(getScaleX(), getScaleY()).rotate(getRotation())
      .add(getOriginX(), getOriginY()).add(getX(), getY());
    getStage().toScreenCoordinates(toScreenCoordinates, batch.getTransformMatrix());
    // Do the same as toScreenCoordinates via Actor#localToParentCoordinates.
    localToAscendantCoordinates(null, localToParentCoordinates.set(testX, testY));
    getStage().stageToScreenCoordinates(localToParentCoordinates);
    // System.out.println(name + " " + toScreenCoordinates + " " + localToParentCoordinates);
    batch.setColor(getColor());
    batch.draw(region, getX(), getY(), getOriginX(), getOriginY(), getWidth(), getHeight(), getScaleX(), getScaleY(),
      getRotation());
    super.draw(batch, parentAlpha);
  }
}

代码示例来源:origin: SquidPony/SquidLib

@Override
public void draw(Batch batch, float parentAlpha) {
  //textFactory.configureShader(batch);
  super.draw(batch, parentAlpha);
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

/** If this method is overridden, the super method or {@link #validate()} should be called to ensure the widget group is laid
   * out. */
  public void draw (Batch batch, float parentAlpha) {
    validate();
    super.draw(batch, parentAlpha);
  }
}

代码示例来源:origin: Var3D/var3dframe

public void draw(Batch batch, float parentAlpha) {
  bg0.act(Gdx.graphics.getDeltaTime());
  bg0.draw(batch, 1);
  super.draw(batch, parentAlpha);
}

代码示例来源:origin: bladecoder/bladecoder-adventure-engine

@Override
public void draw(Batch batch, float alpha) {
  super.draw(batch, alpha);
  // DRAW TARGET DESCRIPTION
  String desc = iActor.getDesc();
  if (desc != null) {			
    float margin = DPIUtils.UI_SPACE;
    float textX = x - layout.width / 2;
    float textY = y - layout.height - DPIUtils.UI_SPACE;
    if (textX < 0)
      textX = 0;
    RectangleRenderer.draw(batch, textX - margin, textY - layout.height - margin,
        layout.width + margin*2, layout.height + margin*2, Color.BLACK);
    font.draw(batch, layout, textX, textY);
  }
}

代码示例来源:origin: lycying/c2d-engine

@Override
public void draw(Batch batch, float parentAlpha) {
  final Vector2  position = model.body.getPosition();
  this.setPosition(position.x*RADIO -model.drawableOffsetX,position.y*RADIO -model.drawableOffsetY);
  this.setRotation(MathUtils.radiansToDegrees * model.body.getAngle());
  super.draw(batch, parentAlpha);
}
/**

代码示例来源:origin: bladecoder/bladecoder-adventure-engine

@Override
public void draw(Batch batch, float alpha) {
  // check if the interactive or visible property has change and hide it.
  if (!iActor.canInteract()) {
    hide();
    return;
  }
  super.draw(batch, alpha);
  // DRAW TARGET DESCRIPTION
  String desc = iActor.getDesc();
  if (desc != null) {
    float margin = DPIUtils.UI_SPACE;
    float textX = x - layout.width / 2;
    float textY = y - layout.height - DPIUtils.UI_SPACE;
    if (textX < 0)
      textX = 0;
    RectangleRenderer.draw(batch, textX - margin, textY - layout.height - margin, layout.width + margin * 2,
        layout.height + margin * 2, Color.BLACK);
    font.draw(batch, layout, textX, textY);
  }
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

public void draw () {
  Camera camera = viewport.getCamera();
  camera.update();
  if (!root.isVisible()) return;
  Batch batch = this.batch;
  batch.setProjectionMatrix(camera.combined);
  batch.begin();
  root.draw(batch, 1);
  batch.end();
  if (debug) drawDebug();
}

代码示例来源:origin: peakgames/libgdx-stagebuilder

@Override
  public void draw (Batch batch, float parentAlpha) {
    if (color != null) {
      batch.setColor(color);
      batch.draw(texture, getX(), getY(), getWidth(), getHeight());
      batch.setColor(Color.WHITE);
    }
    super.draw(batch, parentAlpha);
  }
}

代码示例来源:origin: lycying/c2d-engine

@Override
  public void draw() {
    if (!getRoot().isVisible()) return;
    Engine.getSpriteBatch().begin();
    getRoot().draw(Engine.getSpriteBatch(), 1);
    Engine.getSpriteBatch().end();
  }
}

代码示例来源:origin: SquidPony/SquidLib

super.draw(batch, parentAlpha);
int len = animatedEntities.size();
for (int i = 0; i < len; i++) {

代码示例来源:origin: lycying/c2d-engine

@Override
  public void draw(Batch batch, float parentAlpha) {
    float currentX =  - parallaxGroup.getResult().speedTracker.x * parallaxRatio.x % ( this.getWidth() + padding.x) ;
    if(currentX>0){
      currentX -= ( this.getWidth() + padding.x);
    }
    do{
      this.setX(startPosition.x + currentX);
      float currentY =  - parallaxGroup.getResult().speedTracker.y * parallaxRatio.y % ( this.getHeight() + padding.y) ;
      if(currentY>0){
        currentY  -= ( this.getHeight() + padding.y);
      }
      do{
        this.setY(startPosition.y+currentY);
        super.draw(batch, parentAlpha);
        currentY += ( this.getHeight() + padding.y);
      }while(currentY < parallaxGroup.getHeight());
      currentX += ( this.getWidth() + padding.x);
    }while(currentX < parallaxGroup.getWidth() );
  }
}

代码示例来源:origin: crashinvaders/gdx-texture-packer-gui

@Override
public void draw(Batch batch, float parentAlpha) {
  float x = getX();
  float y = getY();
  float width = getWidth() * getScaleX();
  float height = getHeight() * getScaleY();
  Texture pageTexture = page.getTexture();
  if (pageTexture != null) {
    if (firstPageRender) {
      firstPageRender = false;
      startPageAppearAnimation();
    }
    Color col = getColor();
    batch.setColor(col.r, col.g, col.b, col.a * parentAlpha * pageAlpha);
    batch.draw(pageTexture, x, y, width, height);
  }
  batch.setColor(Color.BLACK);
  borderFrame.draw(batch, x, y, width, height);
  // Draws children after all
  super.draw(batch, parentAlpha);
}

代码示例来源:origin: moribitotech/MTX

@Override
public void draw(SpriteBatch batch, float parentAlpha) {
  super.draw(batch, parentAlpha);
  // For fade out/in effect
  batch.setColor(this.getColor().r, this.getColor().g, this.getColor().b,
      parentAlpha * this.getColor().a);
  // DRAW TEXTURE REGION (Draw only if set active and not null)
  // ##################################################################
  if (isTextureRegionActive && textureRegion != null) {
    // Draw it due to actors' settings
    batch.draw(textureRegion, getX(), getY(), getOriginX(),
        getOriginY(), getWidth(), getHeight(), getScaleX(),
        getScaleY(), getRotation());
  }
}

代码示例来源:origin: org.mini2Dx/mini2Dx-core

@Override
public void drawStage(Stage stage) {
  endRendering();
  
  Camera stageCamera = stage.getViewport().getCamera();
  stageCamera.up.set(0, -1, 0);
  stageCamera.direction.set(0, 0, 1);
  stageCamera.update();
  if (!stage.getRoot().isVisible()) {
    return;
  }
  renderingStage = true;
  beginRendering();
  
  spriteBatch.setProjectionMatrix(stageCamera.combined);
  polygonSpriteBatch.setProjectionMatrix(stageCamera.combined);
  shapeRenderer.setProjectionMatrix(stageCamera.combined);
  
  spriteBatch.begin();
  stage.getRoot().draw(spriteBatch, 1);
  spriteBatch.end();
  
  endRendering();
  renderingStage = false;
}

代码示例来源:origin: bladecoder/bladecoder-adventure-engine

@Override
public void draw(Batch batch, float alpha) {
  Inventory inventory = sceneScreen.getUI().getWorld().getInventory();
  if (!inventory.isVisible()) {
    setVisible(false);
    return;
  }
  if (style.background != null) {
    style.background.draw(batch, getX(), getY(), getWidth(), getHeight());
  }
  // DRAW ITEMS
  int capacity = cols * rows;
  for (int i = 0; i < inventory.getNumItems() && i < capacity; i++) {
    SpriteActor a = inventory.get(i);
    ActorRenderer r = a.getRenderer();
    float size = (tileSize - rowSpace) / (r.getHeight() > r.getWidth() ? r.getHeight() : r.getWidth());
    float x = i % cols;
    float y = (rows - 1) - i / cols;
    if (style.itemBackground != null) {
      style.itemBackground.draw(batch, getX() + x * tileSize + x * rowSpace + margin,
          getY() + y * tileSize + y * rowSpace + margin, tileSize, tileSize);
    }
    r.draw((SpriteBatch) batch, getX() + x * tileSize + x * rowSpace + tileSize / 2 + margin,
        getY() + (tileSize - r.getHeight() * size) / 2 + y * tileSize + y * rowSpace + margin, size, size, 0f,
        a.getTint());
  }
  super.draw(batch, alpha);
}

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