第一种是使用TextureRegion 中的flip(boolean ,boolean)方法进行翻转,另一种是使用SpriteBatch中的
draw(
TextureRegion region,
float x,
float y,
float originX,
float originY,
float width,
float height,
float scaleX,
float scaleY,
float rotation)
进行翻转。。
第一种方法的实现方法:
package com.example.groupactiontest;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.Input.Peripheral;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
public class MyGame implements ApplicationListener {
Stage stage;
Texture texture;
TextureRegion region;
Image image;
@Override
public void create() {
stage = new Stage(480, 800, false);
texture = new Texture(Gdx.files.internal("potato.jpg"));
region = new TextureRegion(texture,0,0,512,512);
// region.flip(true, false);//第一个参数为true,表示左右翻转
// region.flip(false, true);//第二个参数为true,表示上下翻转
region.flip(true, true);
image = new Image(region);
stage.addActor(image);
Gdx.input.setInputProcessor(stage);
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
@Override
public void resize(int arg0, int arg1) {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
}
第二种方法:
package com.example.groupactiontest;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.Input.Peripheral;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
public class MyGame implements ApplicationListener {
Stage stage;
Texture texture;
TextureRegion region;
SpriteBatch batch;
@Override
public void create() {
stage = new Stage(480, 800, false);
texture = new Texture(Gdx.files.internal("potato.jpg"));
region = new TextureRegion(texture,0,0,512,512);
batch = new SpriteBatch();
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
/**
* Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height.
* The rectangle is offset by originX, originY relative to the origin. Scale specifies the scaling factor by which the rectangle should be scaled around originX, originY.
* Rotation specifies the angle of counter clockwise rotation of the rectangle around originX, originY.
*
* 以下对这10个参数进行以下说明:
* region: TextureRegion
* x: 图片的左下角的坐标
* y: 图片的右下角坐标
* originX: 锚点的横坐标
* originY: 锚点的纵坐标
* width: 要将region画成的宽度width
* height: 要将region画成的高度height
* scaleX: X轴方向放大的倍数
* scaleY: Y轴方向放大的倍数
* rotation: 旋转度数(逆时针为正方向)
*
* 这里需要说明的是:
* 这里的rotation 、scaleX、scaleY都是相对于originX,originY来说的
*/
batch.draw(region, 0, 0, 128, 128, 256, 256, 1, 1, 90);
batch.end();
}
@Override
public void resize(int arg0, int arg1) {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
}
四、源码下载地址:
http://download.csdn.net/detail/caihongshijie6/7157231