package org.test;
import loon.LTransition;
import loon.action.sprite.SpriteBatch;
import loon.action.node.LNEase;
import loon.action.node.LNEnd;
import loon.action.node.LNLabel;
import loon.action.node.LNMoveBy;
import loon.action.node.LNRotateBy;
import loon.action.node.LNSequence;
import loon.action.node.LNSprite;
import loon.action.node.NodeScreen;
import loon.event.GameKey;
import loon.event.GameTouch;
import loon.utils.Easing;
public class NodeTest extends NodeScreen {
public LTransition onTransition() {
return LTransition.newFadeIn();
}
LNSprite sprite;
public void create() {
// LNode可以分别渲染在SpriteBatch和GLEx之上,在SpriteBatchScreen中SpriteBatch渲染,在Screen中即GLEx渲染
// 而最大的差异在于,普通Screen中的LNode默认不响应触屏事件(因为只在SpriteBatchScreen中做了处理)
// 直接载入图片到节点(直接加载大图)
sprite = LNSprite.GInitWithFilename("assets/ccc.png");
// 支持拖拽
sprite.setLocked(false);
sprite.setLimitMove(false);
sprite.Tag = "Test";
add(sprite);
LNLabel label = new LNLabel();
label.setString("测试中");
label.setRotation(60);
label.setLocation(120, 120);
add(label);
// 执行node动画
sprite.runAction(LNSequence.Action(LNEase.Action(Easing.BACK_IN_OUT,
LNMoveBy.Action(1f, 225, 125)), LNRotateBy.Action(0.5f, 360),
LNEnd.Action()));
add(MultiScreenTest.getBackButton(this,0));
}
public void after(SpriteBatch batch) {
}
public void before(SpriteBatch batch) {
}
public void press(GameKey e) {
}
public void release(GameKey e) {
}
public void update(long elapsedTime) {
}
public void touchDown(GameTouch e) {
}
public void touchUp(GameTouch e) {
}
public void touchMove(GameTouch e) {
}
public void touchDrag(GameTouch e) {
}
@Override
public void onResume() {
}
@Override
public void onPause() {
}
@Override
public void dispose() {
}
@Override
public void resize(int width, int height) {
}
}