Java Code Examples for com.badlogic.gdx.graphics.g2d.TextureRegion#split()

The following examples show how to use com.badlogic.gdx.graphics.g2d.TextureRegion#split() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: ClientBomb.java    From killingspree with MIT License 6 votes vote down vote up
public ClientBomb(short id, float x, float y, WorldRenderer renderer) {
    super(id, x, y, renderer);
    markForDispose = false;
    sprite = new Sprite(AssetLoader.instance.getTexture("sprites/bomb.png"));
    sprite.setSize(ServerBomb.RADIUS + 5, 
            ServerBomb.RADIUS + 5);
    sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2);
    sprite.setPosition(x  - sprite.getWidth() / 2,
            y  - sprite.getHeight() / 2);
    deadTimer = 0f;
    Texture explodeTexture = AssetLoader.instance.
            getTexture("sprites/explosion.png");
    explode = new Animation(0.03f, TextureRegion.split(explodeTexture,
            explodeTexture.getWidth()/7, explodeTexture.getHeight())[0]);
    
}
 
Example 2
Source File: EntityAnimation.java    From Norii with Apache License 2.0 5 votes vote down vote up
private TextureRegion[][] initVariables() {
	final Texture texture = Utility.getTextureAsset(spritePath);
	final TextureRegion[][] textureFrames = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT);

	walkDownFrames = new Array<TextureRegion>(ANIMATIONFRAMES);
	walkLeftFrames = new Array<TextureRegion>(ANIMATIONFRAMES);
	walkRightFrames = new Array<TextureRegion>(ANIMATIONFRAMES);
	walkUpFrames = new Array<TextureRegion>(ANIMATIONFRAMES);
	return textureFrames;
}
 
Example 3
Source File: MainGameScreen.java    From libgdx-2d-tutorial with MIT License 5 votes vote down vote up
public MainGameScreen (SpaceGame game) {
	this.game = game;
	y = 15;
	x = SpaceGame.WIDTH / 2 - SHIP_WIDTH / 2;
	bullets = new ArrayList<Bullet>();
	asteroids = new ArrayList<Asteroid>();
	explosions = new ArrayList<Explosion>();
	scoreFont = new BitmapFont(Gdx.files.internal("fonts/score.fnt"));
	
	playerRect = new CollisionRect(0, 0, SHIP_WIDTH, SHIP_HEIGHT);
	
	blank = new Texture("blank.png");
	if (SpaceGame.IS_MOBILE)
		controls = new Texture("controls.png");
	
	score = 0;
	
	random = new Random();
	asteroidSpawnTimer = random.nextFloat() * (MAX_ASTEROID_SPAWN_TIME - MIN_ASTEROID_SPAWN_TIME) + MIN_ASTEROID_SPAWN_TIME;
	
	shootTimer = 0;
	
	roll = 2;
	rollTimer = 0;
	rolls = new Animation[5];
	
	TextureRegion[][] rollSpriteSheet = TextureRegion.split(new Texture("ship.png"), SHIP_WIDTH_PIXEL, SHIP_HEIGHT_PIXEL);
	
	rolls[0] = new Animation(SHIP_ANIMATION_SPEED, rollSpriteSheet[2]);//All left
	rolls[1] = new Animation(SHIP_ANIMATION_SPEED, rollSpriteSheet[1]);
	rolls[2] = new Animation(SHIP_ANIMATION_SPEED, rollSpriteSheet[0]);//No tilt
	rolls[3] = new Animation(SHIP_ANIMATION_SPEED, rollSpriteSheet[3]);
	rolls[4] = new Animation(SHIP_ANIMATION_SPEED, rollSpriteSheet[4]);//Right
	
	game.scrollingBackground.setSpeedFixed(false);
}
 
Example 4
Source File: LabelAtlas.java    From cocos-ui-libgdx with Apache License 2.0 5 votes vote down vote up
/**
 * @param tr           数字材质
 * @param tileWidth    数字宽度
 * @param tileHeight   数字高度
 * @param startCharMap 起始字符,例如:0123456789*+-x * 这里必须填写数字的全部字符,并且顺序一致.否则会显示错乱
 * @param stringValue  显示内容,例如:89/50
 */
public LabelAtlas(TextureRegion tr, int tileWidth, int tileHeight,
                  String startCharMap, String stringValue) {
    this.tileWidth = tileWidth;
    this.tileHeight = tileHeight;
    TextureRegion[][] arr = tr.split(tileWidth, tileHeight);
    trs = arr[0];

    if (startCharMap == null) {
        startCharMap = "0"; // 默认值
    }
    this.chars = startCharMap.toCharArray();
    setText(stringValue);
}
 
Example 5
Source File: ClientFrog.java    From killingspree with MIT License 5 votes vote down vote up
public ClientFrog(short id, float x, float y, WorldRenderer renderer) {
    super(id, x, y, renderer);
    markForDispose = false;
    Texture texture = AssetLoader.instance.getTexture("sprites/frog.png");
    sprite = new Sprite(texture);
    walk = new Animation(0.25f, TextureRegion.split(texture,
            texture.getWidth()/2, texture.getHeight())[0]);
    walk.setPlayMode(Animation.PlayMode.LOOP);
    sprite.setSize(ServerFrog.WIDTH + 5f, ServerFrog.HEIGHT + 5f);
}
 
Example 6
Source File: ClientPlayer.java    From killingspree with MIT License 5 votes vote down vote up
public ClientPlayer(short id, float x, float y, WorldRenderer renderer) {
    super(id, x, y, renderer);
    markForDispose = false;
    Texture texture = AssetLoader.instance.getTexture("sprites/player.png");
    sprite = new Sprite(texture);
    gunSprite = new Sprite(AssetLoader.instance.getTexture("sprites/arrow.png"));
    gunSprite.setOrigin(gunSprite.getWidth()/2, gunSprite.getHeight()/2);
    walk = new Animation(0.05f, TextureRegion.split(texture,
            texture.getWidth()/10, texture.getHeight())[0]);
    walk.setPlayMode(Animation.PlayMode.LOOP);
    walkDuration = 0;
    gunSprite.setSize(40, 6);
    gunSprite.setOrigin(gunSprite.getWidth()/2, gunSprite.getHeight()/2);
    gunSprite.setAlpha(0.7f);
}
 
Example 7
Source File: ClientTestPlayer.java    From killingspree with MIT License 5 votes vote down vote up
public ClientTestPlayer(short id, float x, float y, WorldRenderer renderer) {
    super(id, x, y, renderer);
    markForDispose = false;
    Texture texture = AssetLoader.instance.getTexture("sprites/explosion.png");
    sprite = new Sprite(texture);
    
    walk = new Animation(0.05f, TextureRegion.split(texture,
            texture.getWidth()/7, texture.getHeight())[0]);
    walk.setPlayMode(Animation.PlayMode.LOOP);
    
    walkDuration = 0;
}
 
Example 8
Source File: ClientBlob.java    From killingspree with MIT License 5 votes vote down vote up
public ClientBlob(short id, float x, float y, WorldRenderer renderer) {
    super(id, x, y, renderer);
    markForDispose = false;
    Texture texture = AssetLoader.instance.getTexture("sprites/blob.png");
    sprite = new Sprite(texture);
    walk = new Animation(0.25f, TextureRegion.split(texture,
            texture.getWidth()/2, texture.getHeight())[0]);
    walk.setPlayMode(Animation.PlayMode.LOOP);
    sprite.setSize(ServerBlob.WIDTH + 5f, ServerBlob.HEIGHT);
    deadTimer = 2f;
}
 
Example 9
Source File: ClientFly.java    From killingspree with MIT License 5 votes vote down vote up
public ClientFly(short id, float x, float y, WorldRenderer renderer) {
    super(id, x, y, renderer);
    markForDispose = false;
    Texture texture = AssetLoader.instance.getTexture("sprites/fly.png");
    sprite = new Sprite(texture);
    walk = new Animation(0.25f, TextureRegion.split(texture,
            texture.getWidth()/2, texture.getHeight())[0]);
    walk.setPlayMode(Animation.PlayMode.LOOP);
    sprite.setSize(ServerBlob.WIDTH + 5f, ServerFly.HEIGHT);
}
 
Example 10
Source File: EntityAnimation.java    From Norii with Apache License 2.0 4 votes vote down vote up
private void loadSprite() {
	final Texture texture = Utility.getTextureAsset(spritePath);
	final TextureRegion[][] textureFrames = TextureRegion.split(texture, FRAME_WIDTH, FRAME_HEIGHT);
	frameSprite = new Sprite(textureFrames[0][0].getTexture(), 0, 0, FRAME_WIDTH, FRAME_HEIGHT);
	currentFrame = textureFrames[0][0];
}
 
Example 11
Source File: LR2PlaySkinLoader.java    From beatoraja with GNU General Public License v3.0 4 votes vote down vote up
private static void addJudgeDetail(Skin skin, int[] values, float srcw, float dstw, float srch, float dsth, int side) {
	Texture tex = new Texture("skin/default/judgedetail.png");

	final float dw = dstw / 1280f;
	final float dh = dsth / 720f;

	final int[] JUDGE_TIMER = { TIMER_JUDGE_1P, TIMER_JUDGE_2P, TIMER_JUDGE_3P };
	final int[] OPTION_EARLY = { OPTION_1P_EARLY, OPTION_2P_EARLY, OPTION_3P_EARLY };
	final int[] OPTION_LATE = { OPTION_1P_LATE, OPTION_2P_LATE, OPTION_3P_LATE };
	final int[] VALUE_JUDGE_DURATION = { VALUE_JUDGE_1P_DURATION, VALUE_JUDGE_2P_DURATION, VALUE_JUDGE_3P_DURATION };
	final int[] OPTION_PERFECT = { OPTION_1P_PERFECT, OPTION_2P_PERFECT, OPTION_3P_PERFECT };
	final int[] OFFSET_JUDGE = { OFFSET_JUDGE_1P, OFFSET_JUDGE_2P, OFFSET_JUDGE_3P };
	final int[] OFFSET_JUDGE_DETAIL = { OFFSET_JUDGEDETAIL_1P, OFFSET_JUDGEDETAIL_2P, OFFSET_JUDGEDETAIL_3P };

	SkinImage early = new SkinImage(new TextureRegion(tex, 0, 0, 50,20));
	early.setDestination(0, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 40 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1998, 0, OPTION_EARLY[side], new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	early.setDestination(500, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 40 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1998, 0, OPTION_EARLY[side], new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	skin.add(early);
	SkinImage late = new SkinImage(new TextureRegion(tex, 50, 0, 50,20));
	late.setDestination(0, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 40 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1998, 0, OPTION_LATE[side], new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	late.setDestination(500, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 40 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1998, 0, OPTION_LATE[side], new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	skin.add(late);

	TextureRegion[][] images = TextureRegion.split(tex, 10, 20);
	SkinNumber num = new SkinNumber(new TextureRegion[][] { images[1] },
			new TextureRegion[][] { images[2] }, 0, 0, 4, 0, values[15], VALUE_JUDGE_DURATION[side]);
	num.setAlign(values[12]);
	num.setDestination(0, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 8 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1999, 0, OPTION_PERFECT[side], new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	num.setDestination(500, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 8 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1999, 0, OPTION_PERFECT[side], new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	skin.add(num);
	SkinNumber num2 = new SkinNumber(new TextureRegion[][] { images[3] },
			new TextureRegion[][] { images[4] }, 0, 0, 4, 0, values[15], VALUE_JUDGE_DURATION[side]);
	num2.setAlign(values[12]);
	num2.setDestination(0, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 8 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1999, 0, -(OPTION_PERFECT[side]), new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	num2.setDestination(500, (values[3] + values[5] / 2) * dstw / srcw,
			dsth - (values[4] - 5) * dsth / srch, 8 * dw, 16 * dh, 0, 255,
			255, 255, 255, 0, 0, 0, 0, -1, JUDGE_TIMER[side], 1999, 0, -(OPTION_PERFECT[side]), new int[]{OFFSET_JUDGE_DETAIL[side], OFFSET_LIFT});
	skin.add(num2);
}