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) { } }