本文整理了Java中com.badlogic.gdx.scenes.scene2d.Group.<init>()
方法的一些代码示例,展示了Group.<init>()
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.<init>()
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:<init>
暂无
代码示例来源:origin: libgdx/libgdx
/** Creates a stage with the specified viewport and batch. This can be used to avoid creating a new batch (which can be
* somewhat slow) if multiple stages are used during an application's life time.
* @param batch Will not be disposed if {@link #dispose()} is called, handle disposal yourself. */
public Stage (Viewport viewport, Batch batch) {
if (viewport == null) throw new IllegalArgumentException("viewport cannot be null.");
if (batch == null) throw new IllegalArgumentException("batch cannot be null.");
this.viewport = viewport;
this.batch = batch;
root = new Group();
root.setStage(this);
viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
}
代码示例来源:origin: libgdx/libgdx
/** Creates a stage with the specified viewport and batch. This can be used to avoid creating a new batch (which can be
* somewhat slow) if multiple stages are used during an application's life time.
* @param batch Will not be disposed if {@link #dispose()} is called, handle disposal yourself. */
public Stage (Viewport viewport, Batch batch) {
if (viewport == null) throw new IllegalArgumentException("viewport cannot be null.");
if (batch == null) throw new IllegalArgumentException("batch cannot be null.");
this.viewport = viewport;
this.batch = batch;
root = new Group();
root.setStage(this);
viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
}
代码示例来源:origin: libgdx/libgdx
Group group = new Group();
group.setX((float)Math.random() * (stage.getWidth() - NUM_SPRITES * (32 + SPACING)));
group.setY((float)Math.random() * (stage.getHeight() - NUM_SPRITES * (32 + SPACING)));
sprites.add(shapeActor);
Group shapeGroup = new Group();
shapeGroup.setBounds(300, 300, 300, 300);
shapeGroup.setOrigin(50, 75);
代码示例来源:origin: libgdx/libgdx
stage1.getCamera().position.set(100, 100, 0);
Group group = new Group();
代码示例来源:origin: 121077313/cocostudio-ui-libgdx
@Override
public Actor parse(CocoCreatorUIEditor editor, ObjectData widget) {
Group table = new Group();
return table;
}
代码示例来源:origin: 121077313/cocostudio-ui-libgdx
@Override
public Actor parse(CocoCreatorUIEditor editor, ObjectData widget) {
Group table = new Group();
return table;
}
代码示例来源:origin: Var3D/var3dframe
/**
* 创建group
*/
public UI<Group> getGroup() {
return getUI(new Group());
}
代码示例来源:origin: 121077313/cocostudio-ui-libgdx
@Override
public Actor parse(CocoCreatorUIEditor editor, final ObjectData widget) {
Group group = new Group();
for (AANode cNode : widget._components) {
Actor childrenActor = editor.parseWidget(group, (ObjectData) cNode);
if (childrenActor == null) {
continue;
}
group.addActor(childrenActor);
}
return group;
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** Creates a stage with the specified viewport and batch. This can be used to avoid creating a new batch (which can be
* somewhat slow) if multiple stages are used during an application's life time.
* @param batch Will not be disposed if {@link #dispose()} is called, handle disposal yourself. */
public Stage (Viewport viewport, Batch batch) {
if (viewport == null) throw new IllegalArgumentException("viewport cannot be null.");
if (batch == null) throw new IllegalArgumentException("batch cannot be null.");
this.viewport = viewport;
this.batch = batch;
root = new Group();
root.setStage(this);
viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
}
代码示例来源:origin: Var3D/var3dframe
public Group createSuperRoot() {
Group SRoot = new Group();
SRoot.setSize(getFullWidth(), getFullHeight());
SRoot.setPosition(game.getCenterX(), game.getCenterY(), Align.center);
return SRoot;
}
代码示例来源:origin: peakgames/libgdx-stagebuilder
@Override
public Actor build(BaseModel model, Group parent) {
GroupModel groupModel = (GroupModel) model;
normalizeModelSize(model, parent, model.getWidth(), model.getHeight());
Group group = groupModel.getColor() != null ? new ColoredGroup(groupModel) : new Group();
setBasicProperties(model, group);
List<BaseModel> children = groupModel.getChildren();
Collections.sort(children, new ZIndexComparator());
if (parent != null) setSelfRelativePositions(group, groupModel, parent);
for (BaseModel child : children) {
Actor actor = builders.get(child.getClass()).build(child, group);
group.addActor(actor);
}
setChildRelativePositions(group, children);
return group;
}
代码示例来源:origin: dingjibang/GDX-RPG
public void create() {
stage = Game.stage();
Image image = Res.get(Path.IMAGE_LOAD + "sprite.png");
image.query().action(Actions.forever(Actions.rotateBy(360, .5f))).position(Game.STAGE_WIDTH - 70, 30).to(stage);
$.add(sprite = new Group()).addActor(image).a(0).to(stage);
$.add(fpsShadow).position(4, Game.STAGE_HEIGHT - 24).color(Color.BLACK).a(0.5f).to(stage);
$.add(fps).position(3, Game.STAGE_HEIGHT - 23).color(Color.WHITE).a(0.5f).to(stage);
Log.i("Load-view[created]");
}
代码示例来源:origin: peakgames/libgdx-stagebuilder
public Group createRootGroup(GroupModel groupModel) {
Group rootGroup;
if (groupModel == null) {
rootGroup = new Group();
rootGroup.setName(ROOT_GROUP_NAME);
rootGroup.setBounds(
resolutionHelper.getGameAreaPosition().x, resolutionHelper.getGameAreaPosition().y,
resolutionHelper.getGameAreaBounds().x, resolutionHelper.getGameAreaBounds().y);
} else {
groupModel.setName(ROOT_GROUP_NAME);
groupModel.setX(resolutionHelper.getGameAreaPosition().x / resolutionHelper.getPositionMultiplier());
groupModel.setY(resolutionHelper.getGameAreaPosition().y / resolutionHelper.getPositionMultiplier());
groupModel.setWidth(resolutionHelper.getGameAreaBounds().x / resolutionHelper.getPositionMultiplier());
groupModel.setHeight(resolutionHelper.getGameAreaBounds().y / resolutionHelper.getPositionMultiplier());
rootGroup = buildGroup(groupModel);
}
return rootGroup;
}
代码示例来源:origin: dingjibang/GDX-RPG
console = new Group();
console.setVisible(false);
代码示例来源:origin: lycying/c2d-engine
@Override
public void onLoadedResourcesCompleted() {
final TextureAtlas bgAtlas = Engine.resource("bgAtlas", TextureAtlas.class);
rbg = new ParallaxGroup(480, 320, new Vector2(50, 100));
rbg.addActor(new Image(new AdvanceSprite(bgAtlas.findRegion("bg"))));
rbg.addActor(new ParallaxLayer(rbg, new Image(new AdvanceSprite(bgAtlas.findRegion("cloud"))), new Vector2(0.5f, 0), new Vector2(0, 1000), new Vector2(0, 70)));
rbg.addActor(new ParallaxLayer(rbg, new Image(new AdvanceSprite(bgAtlas.findRegion("front"))), new Vector2(1f, 0), new Vector2(0, 1000), new Vector2()));
rbg.addActor(new ParallaxLayer(rbg, new Image(new AdvanceSprite(bgAtlas.findRegion("dock-tree"))), new Vector2(1f, 0), new Vector2(1000, 1000), new Vector2()));
rbg.addAction(Actions.forever(Actions.sequence(
ParallaxGroupSpeedToAction.obtain(1000, 300, 1),
ParallaxGroupSpeedToAction.obtain(50, 300, 2),
Actions.scaleTo(2, 2, 0.5f),
Actions.scaleTo(1, 1, 1.5f)
)));
final SceneStage stage = new SceneStage();
final Group group = new Group();
group.setScale(Engine.getWidth() / 480f);
group.addActor(rbg);
stage.addActor(group);
Engine.setMainScene(stage);
}
}
代码示例来源:origin: dingjibang/GDX-RPG
stage.addActor(group = new Group());
代码示例来源:origin: langurmonkey/gaiasky
Group engineLabelRotated = new Group();
Label engineLabel = new OwnLabel(txt("gui.sc.enginepower"), skin);
engineLabelRotated.addActor(engineLabel);
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