本文整理汇总了Java中com.badlogic.gdx.maps.Map类的典型用法代码示例。如果您正苦于以下问题:Java Map类的具体用法?Java Map怎么用?Java Map使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Map类属于com.badlogic.gdx.maps包,在下文中一共展示了Map类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: getHierarchy
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* @param map the {@link Map} which hierarchy to print
* @return a human readable {@link String} containing the hierarchy of the {@link com.badlogic.gdx.maps.MapObjects} of the given {@link Map}
*/
public String getHierarchy(Map map) {
String hierarchy = map.getClass().getName() + "\n", key, layerHierarchy;
Iterator<String> keys = map.getProperties().getKeys();
while (keys.hasNext())
hierarchy += (key = keys.next()) + ": " + map.getProperties().get(key) + "\n";
for (MapLayer layer : map.getLayers()) {
hierarchy += "\t" + layer.getName() + " (" + layer.getClass().getName() + "):\n";
layerHierarchy = getHierarchy(layer).replace("\n", "\n\t\t");
layerHierarchy = layerHierarchy.endsWith("\n\t\t") ? layerHierarchy.substring(0, layerHierarchy.lastIndexOf("\n\t\t")) : layerHierarchy;
hierarchy += !layerHierarchy.equals("") ? "\t\t" + layerHierarchy : layerHierarchy;
}
return hierarchy;
}
开发者ID:Rubentxu,项目名称:Entitas-Java,代码行数:21,代码来源:Box2DMapObjectParser.java
示例2: loadObjects
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* Load the objects from the tmx file, convert them into textures and put them on the layer.
*/
private void loadObjects() {
//TODO Use a spritesheet for the background objects
Map map = world.getMap();
Iterator<MapObject> it = map.getLayers().get(layer_name).getObjects().iterator();
while(it.hasNext()) {
MapObject obj = it.next();
String file = "data/backgrounds/" + (String) obj.getProperties().get("src");
layer_objects.add(obj);
if(!layer_textures.containsKey(file)) {
Texture texture = new Texture(file);
texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
layer_textures.put(file, texture);
}
}
}
开发者ID:arjanfrans,项目名称:mario-game,代码行数:19,代码来源:ParallaxLayer.java
示例3: getHierarchy
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* @param map the {@link Map} which hierarchy to print
* @return a human readable {@link String} containing the hierarchy of the {@link MapObjects} of the given {@link Map}
*/
public String getHierarchy(Map map) {
String hierarchy = map.getClass().getName() + "\n", key, layerHierarchy;
Iterator<String> keys = map.getProperties().getKeys();
while (keys.hasNext())
hierarchy += (key = keys.next()) + ": " + map.getProperties().get(key) + "\n";
for (MapLayer layer : map.getLayers()) {
hierarchy += "\t" + layer.getName() + " (" + layer.getClass().getName() + "):\n";
layerHierarchy = getHierarchy(layer).replace("\n", "\n\t\t");
layerHierarchy = layerHierarchy.endsWith("\n\t\t") ? layerHierarchy.substring(0, layerHierarchy.lastIndexOf("\n\t\t")) : layerHierarchy;
hierarchy += !layerHierarchy.equals("") ? "\t\t" + layerHierarchy : layerHierarchy;
}
return hierarchy;
}
开发者ID:Rubentxu,项目名称:DreamsLibGdx,代码行数:21,代码来源:Box2DMapObjectParser.java
示例4: load
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* creates the given {@link Map Map's} {@link com.badlogic.gdx.maps.MapObjects} in the given {@link World}
*
* @param world the {@link World} to create the {@link com.badlogic.gdx.maps.MapObjects} of the given {@link Map} in
* @param map the {@link Map} which {@link com.badlogic.gdx.maps.MapObjects} to create in the given {@link World}
* @return the given {@link World} with the parsed {@link com.badlogic.gdx.maps.MapObjects} of the given {@link Map} created in it
*/
public World load(World world, Map map) {
if (!ignoreMapUnitScale)
unitScale = getProperty(map.getProperties(), aliases.unitScale, unitScale);
box2dObjectFactory.setUnitScale(unitScale);
tileWidth = getProperty(map.getProperties(), "tilewidth", (int) tileWidth);
tileHeight = getProperty(map.getProperties(), "tileheight", (int) tileHeight);
for (MapLayer mapLayer : map.getLayers())
load(world, mapLayer);
return world;
}
开发者ID:Rubentxu,项目名称:Entitas-Java,代码行数:20,代码来源:Box2DMapObjectParser.java
示例5: createDropOffPoints
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
private void createDropOffPoints(Map map){
logger.debug("Creating DropOffPoints");
String layerName = "dropoff";
//dropOffPoint map layer
MapLayer layer = map.getLayers().get(layerName);
if (layer == null) {
logger.error("layer " + layerName + " does not exist");
return;
}
//Layer objects
MapObjects objects = layer.getObjects();
for (MapObject mapObj : objects){
//Object properties.
//name and position are set by the tiled editor. The rest are custom properties
Vector2 position = new Vector2();
float range = 1;
MapProperties prop = mapObj.getProperties();
Object x = prop.get("x"),
y = prop.get("y"),
r = prop.get("range");
if (r != null) range = Float.parseFloat(r.toString());
if (x != null && y != null)
position.set((Float)x,(Float)y).scl(1/App.engine.PIXELS_PER_METER);
App.engine.systems.dropoff.add(new DropOffPoint(position,range));
}
}
开发者ID:Deftwun,项目名称:ZombieCopter,代码行数:33,代码来源:Level.java
示例6: createEntities
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
private void createEntities(Map map) {
logger.debug("Creating Entities");
String layerName = "entities";
MapLayer layer = map.getLayers().get(layerName);
if (layer == null) {
logger.error("layer " + layerName + " does not exist");
return;
}
//Entity objects
Vector2 position = new Vector2(),
velocity = new Vector2();
MapObjects objects = layer.getObjects();
for (MapObject mapObj : objects){
MapProperties prop = mapObj.getProperties();
Object x = prop.get("x"),
y = prop.get("y"),
vx = prop.get("vx"),
vy = prop.get("vy");
position.set(0,0);
velocity.set(0,0);
if (x != null && y != null)
position.set((Float)x,(Float)y).scl(1/App.engine.PIXELS_PER_METER);
if (vx != null && y != null)
velocity.set((Float)vx,(Float)vy);
logger.debug(" -Create: " + mapObj.getName());
Entity e = App.engine.factory.build(mapObj.getName(),position,velocity);
if (mapObj.getName().equals("player")) App.engine.systems.player.setPlayer(e);
}
}
开发者ID:Deftwun,项目名称:ZombieCopter,代码行数:37,代码来源:Level.java
示例7: drawBackground
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
private void drawBackground(SpriteBatch batch, float posX, float posY) {
batch.begin();
Map map = world.getMap();
int width = (Integer) map.getProperties().get("width");
//getTexture("big_mountain").getWidth() *
batch.draw(background_image , -16 ,0 , width * 16, 16);
batch.end();
}
开发者ID:arjanfrans,项目名称:mario-game,代码行数:9,代码来源:WorldRenderer.java
示例8: load
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* creates the given {@link Map Map's} {@link MapObjects} in the given {@link World}
*
* @param world the {@link World} to create the {@link MapObjects} of the given {@link Map} in
* @param map the {@link Map} which {@link MapObjects} to create in the given {@link World}
* @return the given {@link World} with the parsed {@link MapObjects} of the given {@link Map} created in it
*/
public World load(World world, Map map) {
if (!ignoreMapUnitScale)
unitScale = getProperty(map.getProperties(), aliases.unitScale, unitScale);
box2dObjectFactory.setUnitScale(unitScale);
tileWidth = getProperty(map.getProperties(), "tilewidth", (int) tileWidth);
tileHeight = getProperty(map.getProperties(), "tileheight", (int) tileHeight);
for (MapLayer mapLayer : map.getLayers())
load(world, mapLayer);
return world;
}
开发者ID:Rubentxu,项目名称:DreamsLibGdx,代码行数:20,代码来源:Box2DMapObjectParser.java
示例9: createSpawnZones
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
private void createSpawnZones(Map map){
logger.debug("Creating SpawnPoints");
String layerName = "spawn";
//spawnPoint map layer
MapLayer layer = map.getLayers().get(layerName);
if (layer == null) {
logger.error("layer " + layerName + " does not exist");
return;
}
//Layer objects
float units = App.engine.PIXELS_PER_METER;
MapObjects objects = layer.getObjects();
for (MapObject mapObj : objects){
logger.debug("found spawn zone");
//Spawn area rectangle
Rectangle rect;
if (mapObj instanceof RectangleMapObject){
rect = ((RectangleMapObject) mapObj).getRectangle();
rect.height /= units;
rect.width /= units;
rect.x /= units;
rect.y /= units;
}
else {
logger.error("spawn zones should only be rectangles");
continue;
}
//Object properties.
//name and position are set by the tiled editor. The rest are custom properties
String name = mapObj.getName();
int maximum = 0;
float delay = 3;
logger.debug("Creating '" + name + "' spawn zone");
MapProperties prop = mapObj.getProperties();
Object max = prop.get("maximum"),
dly = prop.get("delay");
if (max != null) maximum = Integer.parseInt(max.toString());
if (dly != null) delay = Float.parseFloat(dly.toString());
SpawnSystem spawner = App.engine.systems.spawn;
spawner.add(new SpawnZone(rect,name,maximum,delay));
}
}
开发者ID:Deftwun,项目名称:ZombieCopter,代码行数:51,代码来源:Level.java
示例10: createPhysics
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* @param map will use the "physics" layer of this map to look for shapes in order to create the static bodies.
*/
public void createPhysics(Map map) {
createPhysics(map, "physics");
}
开发者ID:saltares,项目名称:sioncore,代码行数:7,代码来源:MapBodyManager.java
示例11: LevelPhysicsProcessor
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
public LevelPhysicsProcessor(final World world, final Map map, final float unitScale) {
b2dRenderer = new Box2DDebugRenderer();
mapObjectListener = new Box2DMapObjectListener();
Box2DMapObjectParser objectParser = new Box2DMapObjectParser(mapObjectListener, unitScale);
objectParser.load(world, map);
}
开发者ID:nfantone,项目名称:ninja-rabbit,代码行数:7,代码来源:LevelPhysicsProcessor.java
示例12: Level
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
public Level(Map map) {
this.map = map;
MapLayer collisionLayer = map.getLayers().get("Collision");
collisionObjects = collisionLayer.getObjects();
}
开发者ID:sftrabbit,项目名称:Interplanar,代码行数:7,代码来源:Level.java
示例13: fromMapPath
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
public static Level fromMapPath(String filePath) {
Map map = new TmxMapLoader().load(filePath);
return new Level(map);
}
开发者ID:sftrabbit,项目名称:Interplanar,代码行数:6,代码来源:Level.java
示例14: B2DWorldCreator
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* B2DWorldCreator's constructor.
* In loads the given map to the given world.
*
* @param world World to were the map elements will be loaded.
* @param map Map to load the world elements from.
*/
public B2DWorldCreator(World world, Map map) {
this.world = world;
this.map = map;
addLayerLoaders();
}
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:14,代码来源:B2DWorldCreator.java
示例15: createPhysics
import com.badlogic.gdx.maps.Map; //导入依赖的package包/类
/**
* @param map
* will use the "physics" layer of this map to look for shapes in
* order to create the static bodies.
*/
public void createPhysics(Map map) {
createPhysics(map, "physics");
}
开发者ID:LostCodeStudios,项目名称:JavaLib,代码行数:9,代码来源:MapBodyManager.java
注:本文中的com.badlogic.gdx.maps.Map类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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