com.badlogic.gdx.scenes.scene2d.Group.<init>()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.<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>

Group.<init>介绍

暂无

代码示例

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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