本文整理了Java中com.badlogic.gdx.graphics.g2d.Animation.<init>()
方法的一些代码示例,展示了Animation.<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。Animation.<init>()
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:<init>
[英]Constructor, storing the frame duration and key frames.
[中]构造函数,存储帧持续时间和关键帧。
代码示例来源:origin: libgdx/libgdx
@Override
public void create () {
Gdx.input.setInputProcessor(this);
texture = new Texture(Gdx.files.internal("data/animation.png"));
TextureRegion[][] regions = TextureRegion.split(texture, 32, 48);
TextureRegion[] downWalkReg = regions[0];
TextureRegion[] leftWalkReg = regions[1];
TextureRegion[] rightWalkReg = regions[2];
TextureRegion[] upWalkReg = regions[3];
downWalk = new Animation<TextureRegion>(ANIMATION_SPEED, downWalkReg);
leftWalk = new Animation<TextureRegion>(ANIMATION_SPEED, leftWalkReg);
rightWalk = new Animation<TextureRegion>(ANIMATION_SPEED, rightWalkReg);
upWalk = new Animation<TextureRegion>(ANIMATION_SPEED, upWalkReg);
currentWalk = leftWalk;
currentFrameTime = 0.0f;
spriteBatch = new SpriteBatch();
position = new Vector2();
}
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: libgdx/libgdx
@Override
public void create () {
texture = new Texture(Gdx.files.internal("data/walkanim.png"));
TextureRegion[] leftWalkFrames = TextureRegion.split(texture, 64, 64)[0];
Array<TextureRegion> rightWalkFrames = new Array(TextureRegion.class);
for (int i = 0; i < leftWalkFrames.length; i++) {
TextureRegion frame = new TextureRegion(leftWalkFrames[i]);
frame.flip(true, false);
rightWalkFrames.add(frame);
}
leftWalk = new Animation<TextureRegion>(0.25f, leftWalkFrames);
rightWalk = new Animation<TextureRegion>(0.25f, rightWalkFrames);
TextureRegion[] rightRegions = rightWalk.getKeyFrames(); // testing backing array type
TextureRegion firstRightRegion = rightRegions[0];
Gdx.app.log("AnimationTest", "First right walk region is " + firstRightRegion.getRegionWidth() + "x" + firstRightRegion.getRegionHeight());
cavemen = new Caveman[100];
for (int i = 0; i < 100; i++) {
cavemen[i] = new Caveman((float)Math.random() * Gdx.graphics.getWidth(),
(float)Math.random() * Gdx.graphics.getHeight(), Math.random() > 0.5 ? true : false);
}
batch = new SpriteBatch();
fpsLog = new FPSLogger();
}
代码示例来源:origin: libgdx/libgdx
jumpAtlas = new TextureAtlas(Gdx.files.internal("data/jump.txt"));
jumpAnimation = new Animation<TextureRegion>(0.25f, jumpAtlas.findRegions("ALIEN_JUMP_"));
代码示例来源:origin: libgdx/libgdx
animation = new Animation<TextureRegion>(0.33f, atlas.findRegions("badlogic-anim"), Animation.PlayMode.LOOP);
代码示例来源:origin: Mknsri/Drunk-Toss
public BumBomb(float startX, float startY) {
x = startX;
y = startY;
pummiIdle = new Animation(0.5f, Art.pummiIdle);
pummiTriggered = new Animation(1f, Art.pummiTriggered);
this.setCollisionBoxSize(100, 50, 5);
}
代码示例来源:origin: net.mostlyoriginal.artemis-odb/contrib-components-libgdx
public Animation add(final String identifier, int x1, int y1, int w, int h, int repeatX, int repeatY, Texture texture, float frameDuration) {
TextureRegion[] regions = new TextureRegion[repeatX*repeatY];
int count = 0;
for (int y = 0; y < repeatY; y++) {
for (int x = 0; x < repeatX; x++) {
regions[count++] = new TextureRegion(texture, x1 + w * x, y1 + h * y, w, h);
}
}
final Animation value = new Animation(frameDuration, regions);
sprites.put(identifier, value);
return value;
}
代码示例来源:origin: Mknsri/Drunk-Toss
public GroupThrower(float startX, float startY) {
x = startX;
y = startY;
currentState = STATE.IDLE;
animFighting = new Animation(0.25f, Art.groupFighting);
this.setCollisionBoxSize(100, 100, 5);
}
代码示例来源:origin: net.mostlyoriginal.artemis-odb/contrib-jam
public Animation add(final String identifier, int x1, int y1, int w, int h, int repeatX, int repeatY, Texture texture, float frameDuration) {
TextureRegion[] regions = new TextureRegion[repeatX*repeatY];
int count = 0;
for (int y = 0; y < repeatY; y++) {
for (int x = 0; x < repeatX; x++) {
regions[count++] = new TextureRegion(texture, x1 + w * x, y1 + h * y, w, h);
}
}
final Animation value = new Animation(frameDuration, regions);
sprites.put(identifier, value);
return value;
}
代码示例来源:origin: DaanVanYperen/artemis-odb-contrib
public Animation add(final String identifier, int x1, int y1, int w, int h, int repeatX, int repeatY, Texture texture, float frameDuration) {
TextureRegion[] regions = new TextureRegion[repeatX*repeatY];
int count = 0;
for (int y = 0; y < repeatY; y++) {
for (int x = 0; x < repeatX; x++) {
regions[count++] = new TextureRegion(texture, x1 + w * x, y1 + h * y, w, h);
}
}
final Animation value = new Animation(frameDuration, regions);
sprites.put(identifier, value);
return value;
}
代码示例来源:origin: Catacomb-Snatch/Catacomb-Snatch
public Animations(TextureRegion[][] r) {
animations = new Animation[r.length];
for (int i = 0; i < r.length; i++) {
animations[i] = new Animation(0.2f, new Array<>(Art.lordLard[i]), 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: Catacomb-Snatch/Catacomb-Snatch
public MenuScene(TextureRegion bg) {
super();
// Set background texture
setBackground(bg);
// Add animated character cursor (synchronized to the title melody, please do not change this speed!)
ani = new Animation(0.33f / 2, new Array<>(Art.lordLard[Direction.EAST.getFace()]), Animation.PlayMode.LOOP);
}
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: jmrapp1/SpaceInvaders
protected Animation getAnimation(Drawable drawable, float time, int frames) {
Array<TextureRegion> tr = new Array<TextureRegion>();
TextureRegion textureRegion = drawable.getTextureRegion();
int width = (int) drawable.getWidth() / frames; //Amount of frames is 3
int height = (int) drawable.getHeight();
for (int i = 0; i < frames; i++) {
textureRegion.setRegion(width * i, 0, width, height);
tr.add(textureRegion);
textureRegion = drawable.getTextureRegion();
}
return new Animation(time, tr);
}
代码示例来源:origin: udacity/ud406
public ExplosionAssets(TextureAtlas atlas) {
Array<AtlasRegion> explosionRegions = new Array<AtlasRegion>();
explosionRegions.add(atlas.findRegion(Constants.EXPLOSION_LARGE));
explosionRegions.add(atlas.findRegion(Constants.EXPLOSION_MEDIUM));
explosionRegions.add(atlas.findRegion(Constants.EXPLOSION_SMALL));
explosion = new Animation(Constants.EXPLOSION_DURATION / explosionRegions.size,
explosionRegions, PlayMode.NORMAL);
}
}
代码示例来源:origin: BrentAureli/SuperMario
public Goomba(PlayScreen screen, float x, float y) {
super(screen, x, y);
frames = new Array<TextureRegion>();
for(int i = 0; i < 2; i++)
frames.add(new TextureRegion(screen.getAtlas().findRegion("goomba"), i * 16, 0, 16, 16));
walkAnimation = new Animation(0.4f, frames);
stateTime = 0;
setBounds(getX(), getY(), 16 / MarioBros.PPM, 16 / MarioBros.PPM);
setToDestroy = false;
destroyed = false;
angle = 0;
}
代码示例来源:origin: danialgoodwin/dev
public Enemy(Body body) {
super(body);
TextureAtlas textureAtlas = new TextureAtlas(Constants.CHARACTERS_ATLAS_PATH);
TextureRegion[] runningFrames = new TextureRegion[getUserData().getTextureRegions().length];
for (int i = 0; i < getUserData().getTextureRegions().length; i++) {
String path = getUserData().getTextureRegions()[i];
runningFrames[i] = textureAtlas.findRegion(path);
}
animation = new Animation(0.1f, runningFrames);
stateTime = 0f;
}
代码示例来源:origin: BrentAureli/SuperMario
public FireBall(PlayScreen screen, float x, float y, boolean fireRight){
this.fireRight = fireRight;
this.screen = screen;
this.world = screen.getWorld();
frames = new Array<TextureRegion>();
for(int i = 0; i < 4; i++){
frames.add(new TextureRegion(screen.getAtlas().findRegion("fireball"), i * 8, 0, 8, 8));
}
fireAnimation = new Animation(0.2f, frames);
setRegion(fireAnimation.getKeyFrame(0));
setBounds(x, y, 6 / MarioBros.PPM, 6 / MarioBros.PPM);
defineFireBall();
}
代码示例来源:origin: BrentAureli/SuperMario
public Turtle(PlayScreen screen, float x, float y) {
super(screen, x, y);
frames = new Array<TextureRegion>();
frames.add(new TextureRegion(screen.getAtlas().findRegion("turtle"), 0, 0, 16, 24));
frames.add(new TextureRegion(screen.getAtlas().findRegion("turtle"), 16, 0, 16, 24));
shell = new TextureRegion(screen.getAtlas().findRegion("turtle"), 64, 0, 16, 24);
walkAnimation = new Animation(0.2f, frames);
currentState = previousState = State.WALKING;
setBounds(getX(), getY(), 16 / MarioBros.PPM, 24 / MarioBros.PPM);
}
内容来源于网络,如有侵权,请联系作者删除!