/** 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); }
/** 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); }
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);
stage1.getCamera().position.set(100, 100, 0); Group group = new Group();
@Override public Actor parse(CocoCreatorUIEditor editor, ObjectData widget) { Group table = new Group(); return table; }
@Override public Actor parse(CocoCreatorUIEditor editor, ObjectData widget) { Group table = new Group(); return table; }
/** * 创建group */ public UI<Group> getGroup() { return getUI(new Group()); }
@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; }
/** 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); }
public Group createSuperRoot() { Group SRoot = new Group(); SRoot.setSize(getFullWidth(), getFullHeight()); SRoot.setPosition(game.getCenterX(), game.getCenterY(), Align.center); return SRoot; }
@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; }
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]"); }
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; }
console = new Group(); console.setVisible(false);
@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); } }
stage.addActor(group = new Group());
Group engineLabelRotated = new Group(); Label engineLabel = new OwnLabel(txt("gui.sc.enginepower"), skin); engineLabelRotated.addActor(engineLabel);