本文整理了Java中com.badlogic.gdx.graphics.g2d.Animation.setPlayMode()
方法的一些代码示例,展示了Animation.setPlayMode()
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。Animation.setPlayMode()
方法的具体详情如下:
包路径:com.badlogic.gdx.graphics.g2d.Animation
类名称:Animation
方法名:setPlayMode
[英]Sets the animation play mode.
[中]设置动画播放模式。
代码示例来源:origin: libgdx/libgdx
/** Constructor, storing the frame duration and key frames.
*
* @param frameDuration the time between frames in seconds.
* @param keyFrames the objects representing the frames. If this Array is type-aware, {@link #getKeyFrames()} can
* return the correct type of array. Otherwise, it returns an Object[].*/
public Animation (float frameDuration, Array<? extends T> keyFrames, PlayMode playMode) {
this(frameDuration, keyFrames);
setPlayMode(playMode);
}
代码示例来源:origin: libgdx/libgdx
/** Constructor, storing the frame duration and key frames.
*
* @param frameDuration the time between frames in seconds.
* @param keyFrames the objects representing the frames. If this Array is type-aware, {@link #getKeyFrames()} can
* return the correct type of array. Otherwise, it returns an Object[].*/
public Animation (float frameDuration, Array<? extends T> keyFrames, PlayMode playMode) {
this(frameDuration, keyFrames);
setPlayMode(playMode);
}
代码示例来源:origin: libgdx/libgdx
@Override
public void create () {
// load the koala frames, split them, and assign them to Animations
koalaTexture = new Texture("data/maps/tiled/super-koalio/koalio.png");
TextureRegion[] regions = TextureRegion.split(koalaTexture, 18, 26)[0];
stand = new Animation(0, regions[0]);
jump = new Animation(0, regions[1]);
walk = new Animation(0.15f, regions[2], regions[3], regions[4]);
walk.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);
// figure out the width and height of the koala for collision
// detection and rendering by converting a koala frames pixel
// size into world units (1 unit == 16 pixels)
Koala.WIDTH = 1 / 16f * regions[0].getRegionWidth();
Koala.HEIGHT = 1 / 16f * regions[0].getRegionHeight();
// load the map, set the unit scale to 1/16 (1 unit == 16 pixels)
map = new TmxMapLoader().load("data/maps/tiled/super-koalio/level1.tmx");
renderer = new OrthogonalTiledMapRenderer(map, 1 / 16f);
// create an orthographic camera, shows us 30x20 units of the world
camera = new OrthographicCamera();
camera.setToOrtho(false, 30, 20);
camera.update();
// create the Koala we want to move around the world
koala = new Koala();
koala.position.set(20, 20);
debugRenderer = new ShapeRenderer();
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** Constructor, storing the frame duration and key frames.
*
* @param frameDuration the time between frames in seconds.
* @param keyFrames the objects representing the frames. If this Array is type-aware, {@link #getKeyFrames()} can
* return the correct type of array. Otherwise, it returns an Object[].*/
public Animation (float frameDuration, Array<? extends T> keyFrames, PlayMode playMode) {
this(frameDuration, keyFrames);
setPlayMode(playMode);
}
代码示例来源:origin: jmrapp1/SpaceInvaders
public AnimatedSprite(Animation anim) {
this.anim = anim;
if (anim != null)
anim.setPlayMode(PlayMode.LOOP);
}
代码示例来源:origin: jmrapp1/SpaceInvaders
public AnimatedSprite(Animation anim, PlayMode playMode) {
this.anim = anim;
if (anim != null)
anim.setPlayMode(playMode);
}
代码示例来源:origin: jmrapp1/SpaceInvaders
public void setAnimation(Animation anim, PlayMode playMode) {
this.anim = anim;
anim.setPlayMode(playMode);
}
代码示例来源:origin: jmrapp1/SpaceInvaders
public void setAnimation(Animation anim) {
this.anim = anim;
anim.setPlayMode(PlayMode.LOOP);
}
代码示例来源:origin: Var3D/var3dframe
public void setPlayMode(PlayMode playMode) {
this.playMode = playMode;
animation.setPlayMode(playMode);
}
代码示例来源:origin: stackoverflow.com
public Animation walking;
public void initAnims() {
walking= new Animation(1/10f,
atlas.findRegion("1"),
atlas.findRegion("2"),
atlas.findRegion("3"),
atlas.findRegion("4"),
atlas.findRegion("5"),
atlas.findRegion("6"),
atlas.findRegion("7"),
atlas.findRegion("8"),
atlas.findRegion("9"),
atlas.findRegion("10"));
walking.setPlayMode(Animation.LOOP);
//Init other anims here
}
代码示例来源:origin: moribitotech/MTX
this.animationMomentary.setPlayMode(Animation.NORMAL);
this.isAnimationMomentaryActive = isAnimationMomentaryActive;
if (isAnimationMomentaryActive) {
if (isAnimationMomentaryFinished) {
this.animationMomentary = animationMomentary;
this.animationMomentary.setPlayMode(Animation.NORMAL);
this.isAnimationMomentaryActive = isAnimationMomentaryActive;
代码示例来源:origin: moribitotech/MTX
this.animationMomentary.setPlayMode(Animation.NORMAL);
this.isAnimationMomentaryActive = isAnimationMomentaryActive;
if (isAnimationMomentaryFinished) {
this.animationMomentary = animationMomentary;
this.animationMomentary.setPlayMode(Animation.NORMAL);
this.isAnimationMomentaryActive = isAnimationMomentaryActive;
代码示例来源:origin: stackoverflow.com
playerRun.setPlayMode(Animation.PlayMode.LOOP);
代码示例来源:origin: net.mostlyoriginal.artemis-odb/contrib-jam
private static Animation<TextureRegion> asGdxAnimation(AseFormat ase, TextureRegion[] frames, int from, int to) {
Animation<TextureRegion> animation = new Animation<>(
ase.shortestFrameDuration() * ASESPRITE_TO_GDX_DURATION,
framesAsAnimationArray(ase, frames, from, to, ase.frames));
animation.setPlayMode(Animation.PlayMode.LOOP);
return animation;
}
代码示例来源:origin: DaanVanYperen/artemis-odb-contrib
private static Animation<TextureRegion> asGdxAnimation(AseFormat ase, TextureRegion[] frames, int from, int to) {
Animation<TextureRegion> animation = new Animation<>(
ase.shortestFrameDuration() * ASESPRITE_TO_GDX_DURATION,
framesAsAnimationArray(ase, frames, from, to, ase.frames));
animation.setPlayMode(Animation.PlayMode.LOOP);
return animation;
}
代码示例来源:origin: Var3D/var3dframe
/**
* @param walkFrames (TextrueRegion数组)
* (播放模式Animation.NORMAL, Animation.REVERSED, Animation.LOOP,
* Animation.LOOP_REVERSED, Animation.LOOP_PINGPONG,
* Animation.LOOP_RANDOM )
* (帧速)
*/
public ActorAnimation(TextureRegion[] walkFrames) {
setSize(walkFrames[0].getRegionWidth(), walkFrames[0].getRegionHeight());
animation = new Animation(frameTime, (Object[]) walkFrames);
animation.setPlayMode(playMode);
}
代码示例来源:origin: xietansheng/FlappyBirdForGDX
public BirdActor(MainGame mainGame) {
super(mainGame);
// 创建小鸟动画
Animation animation = new Animation(
0.2F,
getMainGame().getAtlas().findRegions(Res.Atlas.IMAGE_BIRD_YELLOW_01_TO_03)
);
// 动画循环播放
animation.setPlayMode(Animation.PlayMode.LOOP);
// 设置小鸟动画
setAnimation(animation);
// 初始化为准备状态
refreshFrameAndRotation(GameState.ready);
}
代码示例来源:origin: Var3D/var3dframe
public ActorAnimation(TextureRegion img, int numx, int numy, int max) {
int tileWidth = (int) ((float) img.getRegionWidth() / numx);
int tileHeight = (int) ((float) img.getRegionHeight() / numy);
TextureRegion imgs[][] = img.split(tileWidth, tileHeight);
TextureRegion walkFrames[] = new TextureRegion[max];
for (int y = 0; y < numy; y++) {
for (int x = 0; x < numx; x++) {
int id = y * numx + x;
if (id < max) {
walkFrames[id] = imgs[y][x];
}
}
}
setSize(walkFrames[0].getRegionWidth(), walkFrames[0].getRegionHeight());
animation = new Animation(frameTime, (Object[]) walkFrames);
animation.setPlayMode(playMode);
}
代码示例来源:origin: dsaltares/ashley-superjumper
clickSound = Gdx.audio.newSound(Gdx.files.internal("data/click.wav"));
coinAnim.setPlayMode(PlayMode.LOOP);
bobJump.setPlayMode(PlayMode.LOOP);
bobFall.setPlayMode(PlayMode.LOOP);
bobHit.setPlayMode(PlayMode.LOOP);
squirrelFly.setPlayMode(PlayMode.LOOP);
platform.setPlayMode(PlayMode.LOOP);
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