Libgdx Change Log
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Transcript of Libgdx Change Log
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8/9/2019 Libgdx Change Log
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Light effect: http://www.alcove-games.com/opengl-es-2-tutorials/lightmap-shader-fire-effect-glsl/
Thu hoch
http://www.badlogicgames.com/wordpress/?p=22
http://www.wschools.com/!son/default.asp
". #earest: $h%ng to ha& l'm nh( s) b* v+ htLinear: $h%ng to ha& l'm nh(, hnh nh s) 01c l'm m 3trau chu4t5 6tr7nh v+ ht
2. T8ng h1p update9 od&;ditorLoader cng h1p vi @son mi c
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9 Ictor: class9 RontactListener: interface9 Isset;rrorListener: interface9 Ncreen: interface
F. #hjng ob!ect phi dispose:9 Npriteatch9 TeEture9 TeEtureItlas9 Nhapekenderer9 $article;ffect9 Nhader$rogram9 Nound9 \usic
9 itmap]ont9 Isset\anager9 Ntage9 Nin9 Tiled\ap9 [rthogonalTiled\apkenderer9 oE2BBebugkenderer9 $ol&gonNhape9 RircleNhape
9 RhainNhape9 _orld
K. #hjng class cn hYcNtring[rthographicRameraiewportTeEtureTeEtureItlasTeEturekegion
iewportRolorNpriteatchNpriteuttonsector2
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ectorkectangleInimationIrra&T
Irra&\apT, TIrra&ListT[b!ect\ap, T\athtilsNhapekenderer$article;ffect$article;ffect$ool$ooled;ffect$ool: use for particle effect, action of actor
oE2B: _orld, oE2Bdebugkenderer, od&Bef, ]iEtureBef,$ol&gonNhape, RircleNhapeNhader$rogramAdE.inputnput$rocessornput\ultipleEerNound\usicnt\ap
AdE.audio]ilePandleAdE.files$referencesCmlkeaderCmlkeader.;lementCml_riter@son@sonkeader@sonalue@sonteratorIsset\anagerNtageIctorIction
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nterpolationLabel: _idgetmage: _idgetutton: _idget
TeEtutton: _idgetmageutton: _idgetRhecoE: _idgetuttonAroup: _idgetTeEt]ield: _idgetNtac: _idgetList: _idgetNelectoE: _idget$rogressar: _idget
Nlider: _idgetNcroll$ane: _idgetTree: _idgetTouchpad: _idgetBialog: _idgetNplit$ane: _idget_indow: _idgetTableThe available Scene2D listeners:
IctorAestureListener: This is fired when an actor is the sub!ect of tap,long press, fling, pan, Moom, andpinch gestures
RhangeListener: This is a generic event that is fired whenever an actor
receives some form of interaction RlicListener: This is fired when the user clics on the actorBragListener: This is fired when mouse/finger dragging on an actor is
detectedBragNcrollListener: This is the same asthe previous listener but will
scroll through a scroll pane if needed. ]ocusListener: This is fired whenlosing or gaining focus. nputListener: This isa listener for touch, mouse, e&board, and scroll
inputs. TeEt]ield.TeEt]ieldRlicListener: This is a specific nputListener
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for teEt input. t can be useful to detect events such as t&ping or passingthe cursor over TeEt]ield
TeEtIrea.TeEtIreaListener: This is aneEtension of the previous listener
Nin: i cDng vi !son, 3atlas 9 pngItlas5Tiled\ap: c% h tYa g4c q ottom Left, E phi, & lnTmE\apLoader[rthogonalTiled\apkendererTiled\apTileLa&er\ap$roperties\ap[b!ects G \ap[b!ect\apLa&ers G \apLa&erkectangle\ap[b!ect
kectangleBox2D: c h ta gc Bottom Let! x "h#i! $ l%n_orldod&oE2Bdebugkendererod&Bef]iEture]iEtureBef$ol&gonNhapeRircleNhapeRhainNhapeod&;ditorLoaderkevolute@ointBefBistance@ointBef$rismatic@ointBefkope@ointBef]riction@ointBef$ulle&@ointBefAear@ointBef_eld@ointBef_heel@ointBef@oint\ouse@oint\ouse@ointBef
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Q. R7c plugin dDng chung vi libABCAdE-TeEture$acer$article ;ditor
Iudacit&fErPieroTiled\apoE2B- ;ditor
U. u, hu&t i6m cng th& phn en, nh0ng nu tx l m'n hnh v01t Ea sovi tx l chuyn, hnh nh s) b* b%p mo rt nhiu
(it&ie'"ort: hnh nh 01c scale 6 gij ng tx l 3 c% tha& 8i vzch th0c5, nh0ng s) 6 li phn en cng b* c{t b((ill&ie'"ort: hnh nh lu>n lu>n 01c gij ng ti l 3 c% tha& 8i vzch th0c5 , v' c|ng h>ng c% phn en, nh0ng hnh nh s) b* }c{t b(~nu tx l m'n hnh h>ng hpScreen&ie'"ort:hnh nh lu>n gij ng tx l ban u v' s) h>ngtha& 8i c v zch th0c = s }c{t b(~ hnh nh din ra mnh hn c
(ill&ie'"ort)xten*&ie'"ort: gij ngu&n tx l ban u v' chx Eut hin c7c phnen hi m' tx l b* tha& 8i lch Ea so vi tx l ban u bng c7ch mqrng phn nhn th& theo " h0ng
O. N` dng $aricle ;ditor+mage:L' teEture 6 to particle,o-nt: Thit lWp s4 particle t4i thi6u 01c to ra v'o lc u. ' s4
particle t4i a c% th6 tn ti cDng mt lc. hi set c7c th>ng s4 n'& nnch ^ ti hiu nng c
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Lie:Thi gian s4ng cng th0ng. R% mt s4tr0ng h1p cn phi tD& bin. z d du chm }.~ c% nghVa l' } mYi z t~,cho nn mu4n c{t gija c7c du chm, ta phi s` dng split3}.~5
9 eXuals3Ntring str25: so s7nh vi str2
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7rthogra"hic,amera
9 [rthographicRamera35: constructor
9 [rthographicRamera3float viewport_idth, float viewportPeight5:constructor
9 combined: \atriE: the combined pro!ection and view matriE
9 update35
9 viewport_idth: float
9 viewportPeight: float
9 unpro!ect3ector vector5: 0a tYa thc c
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9 getTeEtures35: Irra&TeEture
9 dispose35
Text-re4egion
9 TeEturekegion3TeEture teEture5: constructor
9 TeEturekegion3TeEturekegion region5: constructor
9 TeEturekegion3TeEture teEture, int E, int &, int width, int height5:constructor
9 TeEturekegion3TeEturekegion region, int E, int &, int width, int height5:
constructor9 flip3boolean E, boolean &5
9 getkegion_idth35: int
9 getkegionPeight35: int
9 getTeEture35: TeEture
,olor
9 r: float
9 g: float
9 b: float
9 a: float
&ie'"ort
9 T&peiewport3float viewport_idth, float viewportPeight, Ramera camera5:to mt viewport mi s` dng camera chx *nh
9 T&peiewport3float viewport_idth, float viewportPeight5: To mtiewport mi s` dng mt [rthographicRamera mi
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8 update3int width, int height, boolean5
9 getRamera35: Ramera
9 getNcreen_idth35: float
9 getNcreenPeight35: float
9 get_orld_idth35: float
9 get_orldPeight35: float
S"riteBatch
9 begin35
9 end35
9 dispose35
9 getRolor35: tr v Rolor hin ti
9 setRolor3Rolor tint5
9 set$ro!ection\atriE3\atriE pro!ection5: sets the pro!ection matriE to be
used b& this atch, l'm batch hi6u 01c cu hnh c
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9 draw3TeEtureteEture, float E, float &, int srcC, int src, int src_idth,int srcPeight5
9 draw3TeEturekegionregion, float E, float &5
9 draw3TeEturekegionregion, float E, float &, float width, float height5
9 draw3TeEturekegionregion, float E, float &, float originC, float origin,float width, float height, float scaleC, float scale, float rotation5
S"rite
9 Nprite3TeEture teEture5: constructor
9 Nprite3TeEturekegion region5: constructor9 draw3atch batch5
9 set$osition3float E, float &5
9 set[rigin3float originC, float origin5
9 scale3float amount5: tng scale ln mt l01ng amount
9 setNcale3float scaleC, foat scale5: tha& 8i scaleC
9 rotate3float degrees5
9 getoundingkectangle35
&ector2
h>ng s` dng php so s7nh == gija ector
h>ng s` dng php g7n = gija ector
9 nor35: ector2/void : to ra mt vector cDng h0ng vi vector hin ti v' c%chiu d'i = "
9 scl3float scalar5: ector2/void: #hn vector n'& vi s4 scalar
9 sub3ector2 v5: ector2/void
http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.Texture-float-float-int-int-int-int-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Texture.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-float-float-float-float-float-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.Texture-float-float-int-int-int-int-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Texture.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw-com.badlogic.gdx.graphics.g2d.TextureRegion-float-float-float-float-float-float-float-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.html -
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&ector9
9 set3float E, float &, float M5: ector/void
3rra$T;
9 Irra&T35: constructor
9 Irra&T3Irra&T arra&5: constructor
9 siMe
9 add3T value5
9 addIll3T....values5
9 get3int indeE5: T
9 get3Ntring e&5: T
9 random35
9 removendeE3int indeE5: T/void: removes and returns the item at thespecified indeE.
3rra$ListT;
9 Irra&ListT35: constructor
9 clear35
9 add3T element5
7b
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?la$=o*e@A74=3L: This seXuentiall& pla&s all the animation frames onl&once?la$=o*e@4)&)4S)D: This pla&s all the animation frames once in reverseorder?la$=o*e@L77?: This continuousl& pla&s all the animation frames?la$=o*e@L77?4)&)4S)D: This continuousl& pla&s all the frames inreverse order?la$=o*e@L77?43AD7=: This pics a random frame ever& time fromthe available ones
9 gete&]rame3float stateTime5: TeEturekegion: tr v TeEturekegion ti
thi i6m stateTime 3 thi gian c
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9 pol&line3float vertices5: vi vertices l' " mng tYa c
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Sha*er?rogram
9 Nhader$rogram3]ilePandle verteENhader, ]ilePandle fragmentNhader5:constructor
9 setniformf3Ntring name, float value5: set name = value cho bin name qfile frag
9 isRompiled35: boolean
6*x@in"-t
9 getC35: int : touch/mouse
9 get35: int : touch/mouseA4c tYa q g%c trn tr7i m'n hnh
9 isutton$ressed3uttons button5: i6m tra Eem nt button c% ang 01cnhn ha& h>ng 3button l' cng
9 getIccelerometerC, , J35: gia t4c trYng tr0ng g theo trc
9 get$itch35:The pitch is the angle of the devices orientation around the E-
aEis. where positive E- points to the west
9 getkoll35:The roll is the angle of the devices orientation around the &-aEis,where positive & points to the north
9 getIMimuth35:The aMimuth is the angle of the devices orientation aroundthe M-aEis, where positive Mpoints to the ;arths center
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9 is$eripheralIvailable3$eripheral peripheral5: tru& vn thuc tznh peripheralc% t7c dng trn platform hin ti ha& h>ng:
$eripheral.Icclerometer: tru& vn gia t4c
$eripheral.Rompass: tru& vn ph0ng h0ng
$eripheral.hardwaree&board: tru& vn b'n phzm
$eripheral.multitouchNcreen
$eripheral.[nscreene&board: tru& vn b'n phzm o
$eripheral.ibrator: Tru& vn h nng rung
9 set[nscreene&boardisible3boolean visible5: set hi6n th* b'n phzm o
9 setnput$rocessor3$rocessor processor / nput\ultipleEerinput\ultipleEer5: processor is a class which taes annput$rocessor/nputIdapter interface implementation.
9 setRatchace&3boolean catchac5: c% b{t s in hi bm ac h>ng
9 setRatch\enue&3boolean catch\enu5: c% b{t s in hi bm \enu
h>ng
+n"-t?rocessor
9 e&Bown3int e&code5: 01c gYi hi nhn v'o b'n phzm 3 thc v' o5 mte& ng vi mZ e&code
9 e&p3int e&code5: 01c gYi hi th mt e& 01c nhn tr0c %, e&n'& c% mZ e&code
9 e&T&pe3char character5: 01c gYi hi nhn v'o b'n phzm mt e& ngvi i6u z t character
9 touchBown3int screenC, int screen, int pointer, int button5: 01c gYi hichm v'o m'n hnh 3cung cp screenC, screen, pointer5 hoc clic chutv'o m'n hnh 3cung cp button5
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9 touchp3int screenC, int screen, int pointer, int button5: 01c gYi hinhc ta& hoc chut ra h(i m'n hinh
9 touchBragged3int screenC, int screen, int pointer5: 01c gYi hi vu4t m'n
hnh, tr v mt c7ch lin tc tYa 3scrC, scr5 q tng thi i6m9 mouse\oved3int screenC, int screen5: 01c gYi hi di chu&6n chut, trv mt c7ch lin tc tYa 3scrC, scr5 q tng thi i6m. \c cho chut c%ang 01c clic ha& l' h>ng
9 scrolled3int amount5: 01c gYi hi ln chut, amount = ", -" t0ng ng vi2 chiu ln
+n"-t=-lti"lexer9 nput\ultipleEer35: constructor
9 add$rocessor3$rocessor processer5: thm mt input processor ring bit v'oc7i multi n'& 3 chia ra 6 mi processor handler mt lp input h7c nhau5
+nt=a"
9 nt\ap35: constructor
9 put3int e&, value5
9 values35: chu&6n nt\ap Xua mt Irra&
9 get3int e&5: : tr v 01c l0u trj q e&
9 siMe
So-n*
9 pla&35: void/ long3soundB5
9 pause35: tm ng0ng
9 pause3long soundB5: dng sound c% *a chx l' soundB 01c tr v tph0ng thc pla&35
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9 resume35: tip tc 3sau hi pause5
9 resume3long soundB5: soundB tr v t pla&35
9 stop35: dng hn
9 stop3long soundB5: soundB tr v t pla&35
9 setolumne3long soundB, float volumne5: soundB tr v t pla&35
9 setLoopong3long soundB, boolean looping5: sound c% loop ha& h>ng ?soundB tr v t loop35 hoc pla&35
9 set$itch3long soundB, float pitch5: iu chxnh cao , pitch H.Ff cao,
pitch H.Ff thp, pitch = H.Ff g4c9 loop35: void/long3soundB5
9 dispose35
6*x@a-*io
9 newNound3]ilePandle sound5: Nound: load nhc t th0 mc ngo'i
9 new\usic3]ilePandle music5: \usic
=-sic
9 pla&35: im lu>n vai tr resume hi b* pause
9 stop35
9 setolume3float volume5: float t H.Hf n ".Hf
9 getolume35: float
9 pause35
9 set[nRompletionListener3[nRompletionListener listener5: listener l' th6hin c
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9 is$la&ing35: boolean
9 setLooping3boolean looping5
9 isLooping35: boolean
9 get$osition35: millisecond : thi i6m hin ti cng c% u>i
9 eEtension35: Ntring: tn u>i
9 path35: Ntring: tr v 0ng dn 3 gn c name5 c
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9 cop&To3]ilePandle test5: cop& ni dung sang file test 3 nu file test ch0a c%th to ra5
9 delete35
6*x@iles
9 Ibsolute3Ntring path5: 0ng dn &
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9 flush35: To mae sure &our changes are actuall& persisted &ou can use
9 remove3Ntring e&5
.ml4ea*er
9 Cmlkeader35: constructor
9 parse3]ilePandle Eml]ile5: Cmlkeader.;lement: tr v root element c
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9 toNtring35: Ntring: chu&6n to'n b ni dung c
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9 @sonkeader35: constructor
9 parse3]ilePandle !son]ile5: @sonalue: tr v root c
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9 is#ull35: boolean
9 toNtring35: string
9 iterator35: @sonterator
Eson+terator
9 has#eEt35: boolean
9 neEt35: @sonalue
Bitma"(ont
9 itmap]ont3]ilePandle fnt]ile5: constructor
9 itmap]ont3]ilePandle fnt]ile, boolean flip5: constructor
9 setRolor3Rolor color5: set m'u cho font
9 getIscent35: float: hong c7ch t cap height n ascender line 3 cao nht5
9 getBescent35: float H: hong c7ch t base line n descender line 3 thpnht5
9 getRapPeight35: float: hong c7ch t base line n cap height 3 l' 0ng
cao nht c
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9 setNcale3]loat scale5
9 draw3Npriteatch batch, Ntring string, float E, float &5: Ahi dng string qtYa 3E, &5
9 draw\ultiLine3Npriteatch batch, Ntring string, float E, float &5: #u c% zt }n~ q trong string th s) 01c hi6u l' Eu4ng dng
9 draw_rapped3Npriteatch batch, Ntring string, float E, float &, floatwrap_idth5: Rho dD trong string h>ng c% du }n~ i chng nja, th stringvn 01c ghi sao cho n% nh0 l' cha bn trong mt hp hnh vu>ng t0qngt01ng cnh wrap_idth
9 set\arup;nabled3boolean marup;nabled5: nu set true, th chng ta c%th6 s` dng multiRolor cho string nh0 sau
font.draw3}k;BThis is HHHHffa multicolor string~5
This isam-lticolorHstring
k;B: set m'u cho c7c z t v sau d0i dng chj
HHHHff: set m'u d0i dng c s4 "K
: set m'u Z dDng tr0c %
: in z t
#hjng tha& 8i n'& chx 7p dng trong ni b mt string, ra h(i lnh, m'uc7c z t s) theo m'u cngbao dZ& str
3sset=anager
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R% 2 v* trz trong Isset\anager % l' dis v' memor&, mi asset 01c g7n vimt s4 ref 3 ref count5. kef = " th load, ref = H th h>ng load9 Isset\anager35: constructor
9 load3Ntring filename, RlassT t&pe5: thm asset q 0ng dn filename3mc *nh l' q folder assets c
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duration...5 th chng ta *nh nghVa c7c i6u dj liu v' Loader mi choIsset\anager
9 setLoader3RlassT t&pe, IssetLoaderT, $ loader5: thit lWp cho
Isset\anager mt lp dj liu t&pe mi 3class m' asset th6 hin5. 6 load01c asset n'& th cn phi c% mt class loader mi phD h1p, class n'& s) tha t mt trong 2 class: Is&nchronousIssetLoaderT, $/N&nchronousIssetLoaderT, $ 3load h>ng ng b/ ng b5, vi T l'class t&pe, cn $ l' mt dn Eut c
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,ell
9 colspan3int colspan5: ,ell/void: l' s4 ct m' Rell hin ti chim, nucolspan s4 ct hin ti c
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@LabelSt$le
9 LabelNt&le3itmap]ont font, Rolor fontRolor5: constructor
+mage: exten*s 3ctor
9 mage3new TeEturekegionBrawable3new TeEturekegion3TeEture teEture555:constructor
9 mage3TeEturekegion region5: constructor
B-tton: exten*s 3ctor
9 utton3utton.uttonNt&le st&le5: constructor
9 utton3Brawable up5: constructor
@B-ttonSt$le
9 utton.uttonNt&le35: constructor
9 up: Brawable3new TeEturekegionBrawable3newTeEturekegion3TeEture teEture55: hnh nh hi button q trng th7i bnhth0ng
9 down: Brawable: hnh nh hi button ang01c clic
9 over: Brawable: hnh nh hi 0a chut v'o 3ch0a clic5
TextB-tton: exten*s B-tton
9 TeEtutton3Ntring teEt, TeEtutton.TeEtuttonNt&le st&le5: constructor
9 TeEtutton3Ntring teEt, Nin sin5: constructor: to mt teEtutton mi vi
c7c c tznh 01c thit lWp trong ob! 3st&le5 c% tn mc *nh l' }default~ trongfile !son c
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@TextB-ttonSt$le
9 TeEtutton.TeEtuttonNt&le35: constructor
9 font: itmap]ont
9 up: Brawable
9 over: Brawable
9 down: Brawable
9 checed: Brawable: Pnh nh c
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9 RhecoE3Ntring teEt, RhecoE.RhecoENt&le st&le5: constructor
9 RhecoE3Ntring teEt, Nin sin5: constructor
9 isRheced35: boolean
@,hecBoxSt$le
9 RhecoE.RhecoENt&le35: constructor
9 checboE[n: Brawable
9 checboE[ff: Brawable
9 font: itmap]ont
9 fontRolor: Rolor
B-tton6ro-"
9 uttonAroup35: constructor
9 add3uttonbuttons5
9 set\aERhecRount3int maERhec5: maERhec = -" = infiniti
9 set\inRhecRount3int minRhec5
Text(iel*: exten*s 3ctor
9 TeEt]ield3Ntring teEt, TeEt]ield.TeEt]ieldNt&le st&le5: hqi to teEtfield vimt teEt 01c ghi sn
9 set\essageTeEt3Ntring teEt5: message 01c ghi treent teEtfield nu ch0anhWp bt c z t n'o
9 set$asswordRharacter3Rhar char5: 8i c7c z t ghi v'o teEtfield th'nh z tchar
9 set$assword\ode3oolean mode5: nu mode = true th methodset$asswordRharacter3Rhar char5 c% hiu lc
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9 setTeEt]ieldListener3new TeEt]ieldListener35 5:
9 get[nscreene&board35: l& ra mt [b!ect l' b'n phzm o, b'n phzm n'&c% th6 l'm mt i/hin ra bng ph0ng thc show3boolean5
@Text(iel*@Text(iel*St$le
9 TeEt]ield.TeEt]iledNt&le35: constructor
9 font
9 fontRolor
9 selection: Brawable
9 bacground: Brawable
9 cursor: Brawable
Stac: exten*s 3ctor/ is a container where widgets are placed on top of eachother, siMing all of its content to itsbounds.
9 Ntac35: constructor
9 add3Ictor actor5
9 pac35
9 addIctorIfter3Ictor actorIfter, Ictor actor5
List: exten*s 3ctor/ this is a widget to displa& a seXuence of strings,highlighting the selectedone.
9 ListNtring3List.ListNt&le st&le5: constructor
9 settems3Irra& items5
9 pac35: i6u %ng g%i c7c th'nh phn th'nh " pac ho'n chxnh, chxnh zchth0c c7c actor cho phD h1p, sn s'ng hot ng h>ng nn gYi pac35trong constructor
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@ListSt$le
9 List.ListNt&le35: constructor
9 font
9 fontRolorNelected
9 fontRolornselected
9 selection: Brawable
SelectBox: exten*s 3ctor- t0ng t list, nh0ng chx hi6n th* " mnh la chYnv' c7c la chYn h7c th E8 Eu4ng
9 NelectoENtring3NelectoE.NelectoENt&le st&le5: constructor
9 settems3Irra& items5
9 pac35
.SelectBox@SelectBoxSt$le
9 NelectoE.NelectoENt&le35: constructor
9 bacground: Brawable
9 srollNt&le: Ncroll$ane.Ncroll$aneNt&le
9 font
9 fontRolor
?rogressBar: exten*s 3ctor/ I progress bar is a widget that visuall&displa&s the progress of some activit& or a value within given range.
RhangeListener.Rhange;ventis fired when the progress bar nob is moved
9 $rogressar3float min, float maE, float stepNiMe, boolean vertical,$rogressar.$rogressarNt&lest&le5: constructor
http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/ChangeListener.ChangeEvent.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/ProgressBar.html#ProgressBar-float-float-float-boolean-com.badlogic.gdx.scenes.scene2d.ui.ProgressBar.ProgressBarStyle-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/ProgressBar.ProgressBarStyle.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/ChangeListener.ChangeEvent.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/ProgressBar.html#ProgressBar-float-float-float-boolean-com.badlogic.gdx.scenes.scene2d.ui.ProgressBar.ProgressBarStyle-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/ProgressBar.ProgressBarStyle.html -
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9 setalue3float value5: chxnh v* trz c
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9 Tree3Tree.TreeNt&le st&le5: constructor
9 Tree3Nin sin5: constructor
9 add3#ode node5: node = Tree.#ode3Ictor actor5: Thm mt node mi v'o#ode hin ti
9 get#odes35: Irraode
9 eEpandIll35: mq to'n b c& ra
9 pac35
@TreeSt$le
9 Tree.TreeNt&le35: constructor
9 minus: Brawable
9 plus: Brawable
To-ch"a*
9 Touchpad3float deadMonekadius, Touchpad.TouchpadNt&lest&le5:constructor
9 Touchpad3float deadMonekadius, Nin sin5: constructor
@To-ch"a*St$le
9 Touchpad.TouchpadNt&le35: constructor
9 bacground: Brawable
9 nob: Brawable
5in*o':
9 _indow3Ntring title, _indow._indowNt&le st&le5
9 debug35
http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#Touchpad-float-com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.htmlhttp://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/Touchpad.html#Touchpad-float-com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/Touchpad.TouchpadStyle.html -
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9 seteep_ithinNtage3boolean eep_ithinNtage5
9 pac35
@5in*o'St$le
9 _indow._indowNt&le35: constructor
9 title]ont
9 title]ontRolor
Dialog: Bialog cha 2 Table: RontentTable v' uttonTable
9 Bialog3Ntring teEt, _indow._indowNt&le st&le5: constructor
9 seteep_ithinNtage3boolean eep_ithinNtage5
9 getRontentTable35: Table
9 button3utton button5: add the given button to the uttonTable
9 set\odal3boolean model5
9 setacground3Brawable bacground5
9 pac35
S"lit?ane
9 Nplit$ane3Ictor first_idget, Ictor second_idget, boolean vertical,Nplit$aneNt&le st&le5: st&le
@S"lit?aneSt$le
9 Nplit$ane.Nplit$aneNt&le35: constructor9 handle: Brawable: divider
3ction
static metho*
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im"ort static com@ba*logic@g*x@scenes@scene2*@actions@3ctions@MN
9 rotate&3float rotationImount, float duration5
9 rotate&3float rotationImount, float duration, nterpolation interpolation5
9 moveTo3float E, float &, float duration5
9 fade[ut3float duration5
9 faden3float duration5
9 color3Rolor color, float duration5
9 scaleTo3float amountC, float amount, float duration5
9 siMeTo3float E, float &, float dutation5
9 hide35 / show35
9 visible3boolean visible5
9 timeNcale3float scale, Iction scaledIction5
9 seXuence3Iction actions5:
9 repeat3int count, Iction repeatedIction5
9 forever3Iction repeatedIction5
9 parallel3Ictionactions5: thc hin song song nhiu Iction " lc
9 after3Iction action5
9 dela&3float duration, Iction dela&edIction5
9 removeIctor35Stage- I 2B scene graph containing hierarchies of actors. Ntage handles theviewport and distributes input events.
9 Ntage3iewport viewport5: To mt stage vi viewport 01c chx *nh, s`dng atch cng phi l' atch c
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9 Ntage3iewport viewport, Npriteatch batch5: Rreates a stage with thespecified viewport and batch.
9 addIctor3Ictor actor5: Idds an actor to the root of the stage.
9 act3float delta5: update mYi actor c% trong Ntage theo delta/gYi h'mact3float5 cng s4 01c Xu& *nhtrong @son file
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Tile*=a"
9 getLa&ers35: Irra&\apLa&er/\apLa&ers
9 get$roperties35: =a"?ro"erties/void: L& ra tr0ng $roperties cng c% atch th [rthogonalTiled\apkenderer s) to c
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9 getTilePeight35: float
9 getRell3int row, int col5: Rell
9 setRell3int E, int &, Rell cell5
9 get#ame35: Ntring
9 set#ame3Ntring name5
9 get[pacit&35: float
=a"?ro"erties
9 get3Ntring e&, RlassT t&pe5: l& ra th>ng tin c% thuc tznh thuc Rlass q
t h%a e& trong \ap$roperties hin ti
9 get3Ntring e&, T default, RlassT t&pe5: #u h>ng c% e& th tr vdefault
=a"La$er
9 get[b!ects35: \ap[b!ects: Tr v " arra& cha c7c ob!ect c
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9 getTranformedertices35: float
5orl*/ Ill the simulated bodies will live in it, interacting betweenthemselves !ust asdefined and updating their ph&sical properties according to
a certain amount of time. The _orldclass comes with tools to s&nchronousl&Xuer& as well as create and destro& bodies.
9 _orld3ector2 gravit&, boolean doNleep5: constructor
9 createod&3od&Bef def5: od&
9 create@oint3@ointBef def5: @oint/void
9 step3float timeNtep, int velocit&terations, int positionterations5: hi tri
Xua timeNtep3gi&5, _orld s) gYi ph0ng thc step n'& " ln 6 update_orld. elocit&terations l' chznh E7c cng phi lnh v) c7c bod& l'oE2BBebugkenderer.render35, & chx l' v) c7c 0ng debug theo c7c
bod& ang chi du&6n5
9 destro&@oint3@oint !oint5
9 destro&od&3od& bod&5
9 setRontactListener3RontactListener listener5: listener l' mt tha tinterface ,ontactListener
9 getRontactList35: Irra&Rontact
3+ L7O+ 574LD PC)41+A68 ra$castF4a$,ast,allbacra$,ast,allbac! &ector2 "ointQ! &ector2
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"oint2G: i6m tra Eem 0ng thng to bqi 2 i6m p"3 i6m u5 v' p2 c% giao vi
bt mt bod& n'o ha& h>ng #u p" Eut ph7t q bn trong mt bod& n'o %, th n% s) h>ng ph7t hingiao vi bod& n'& ra&RastRallbac l' mt ob!ect cng ? Pa& n%i c7ch h7c c% bod& n'o i v'o trong phm vi c
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boolean draw IIs: IEis-aligned bounding boE boolean drawnactiveodiesboolean drawelocities
boolean drawRontacts
5
9 render3_orldworld, \atriEpro!\atriE5: This assumes that the pro!ectionmatriE has alread& been set.Bo*$- These are the mainactors in the ph&sics pla& the& can carr& Mero ormore fiEtures that will never collide between themselves. I bod&s total massis the sum of all its fiEtures. These are created via _orld.Rreateod&.
9 create]iEture3]iEtureBef def5: ]iEture/void: Rreates a fiEture3def5 andattach it to this bod&.
9 create]iEture3Nhape shape/ RhainNhap chainNhape, float densit&5:]iEture/void: Rreates a fiEture from a shape an* attach it to this bo*$.
9 setIctive3boolean flag5: false: tt c c7c fiEtures cnghot ng 01c3h>ng th6 va chm, h>ng th6 7nh thc, h>ng th6 tru&vn5. \t @oint t n4i vi mt bod& h>ng hot ng th c|ng 01c cho l'
h>ng hot ng. \t bod& h>ng hot ng vn thuc s+ hju c
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9 setserBata3[b!ect userBata5
9 getserBata35: [b!ect
9 get]iEtureList35: Irra&]iEture
9 setTransform3ector2 position, floatrad angle5: di chu&6n od& theoorigin n position mi, vi mi d*ch chu&6n, Xua& od& mt g%c angle
9 getTransform35: Transform
9 destro&]iEture3]iEture fiEture5
9 get\ass35: float: l& ra h4i l01ng c
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D$namicBo*$:[b!ect t0ng t7c vi to'n b m>i tr0ng, va chm vi
bt c loi bod& h7c v' vWn t4c c
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9 isNensor: boolean: \t ob!ect 01c set isNensor = true th n% s) chx thuthWp th>ng tin va chm nh0ng h>ng bao gi hi 7p 3 mang nhim v cm
bin5
9 filter.categor&its: short9 filter.masits: short
?ol$gonSha"e/ dDng 6 to c7c a gi7c li, %ng vi s4 xnh =
9 $ol&gonNhape35: constructor
9 set3floatfloat5: to mt a gi7c vi tYa c7c xnh 01c cho bqi floattru&n v'o
9 setIsoE3float hE, float h&5: uild vertices to represent an aEis-aligned boE3 C& dng c7c xnh 6 to mt hnh chj nhWt 3boE5 vi c7c cnh thng vic7c trc tYa , d'i 2 cnh l' 2hE v' 2h&5
9 setIsboE3float hE, float h&, ector2 center, float angle5
,ircleSha"e
9 RircleNhape35: constructor
9 setkadius3float radius5
9 set$osition3float E, float &5: hi create ]iEture, n% s) 01c render q v* trz3E, &5 so vi v* trz 01c set q od&Bef 3 v* trz 01c set q od&Bef lc n'& coi
nh0 3H, H55,hainSha"e
com.badlogic.gdx.physics.box2d.ChainShape
9 RhainNhape35: constructor
http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/PolygonShape.html#setAsBox-float-float-http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/PolygonShape.html#setAsBox-float-float- -
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9 createLoop3float vertices5: to mt mng gm tYa c7c xnh 6 v) mthnh a gi7c %ng bt
9 createRhain3float vertices5
9 dispose35
Bo*$)*itorLoa*er/ loa*
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_eld@ointBef, 2 bod& 01c t trn 0ng thng & sao cho localInchorItrDng localInchor. hi 2 bod& 01c }h'n~ li th chng c|ng h>ng th6}nhc nhzch~ 01c nja
DistanceEointDe/ exten*s EointDe/ 6 n4i i6m neo 3 01c chx *nh5 cng
4o"eEointDe/ exten*s EointDe/ n4i 2 localInchor vi mt s1i d& c% hnng co giZn chiu d'i ti maELength 3 nh0ng h>ng c% tznh }cong~, chx tha&8i chiu d'i, v' vn thng5
com.badlogic.gdx.physics.box2d.joints."opeoint!ef
9 bod&I: od&
9 bod&: od&
9 collideRonnected: boolean
9 maELength: float
9 localInchorI: ector2
9 localInchor: ector2
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(rictionEointDe/ exten*s EointDe class/ ???
com.badlogic.gdx.physics.box2d.joints.#rictionoint!ef
9 initialiMe3od& bod&I, od& bod&, ector2 anchor5
9 maE]orce: float
9 maETorXue: float
9 collideRonnected: boolean
4evol-teEointDe/ exten*s EointDe/ c7ch n4i localInchor c
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9 lowerIngloe: floatrad
?rismaticEointDe/ exten*s EointDe/ n% c% th6 l'm cho od& di chu&6ndYc theo mt 0ng thng c4 *nh trong mt hong c7ch gii hn m' h>ng
c% s Xua& c cDng
8 lowerTranslation: float H: hong c7ch gii hn bn tr7i so vi anchor
9 upperTranslation: float H: hong c7ch gii hn bn phi so vi anchor
hong c7ch gii hn c
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com.badlogic.gdx.physics.box2d.joints.%ulleyoint!ef
9 bod&I: od&
9 bod&: od&
9 collideRonnected: boolean
9 localInchorI: ector2
9 localInchor: ector2
9 groundInchorI: ector2: v* trz buc bod&I 3 nhWn g4c tYa l' 3H,H5bottom left c
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9 bod&I: od&
9 bod&: od&
9 collideRonnectec: boolean
9 localInchorI: ector2
9 localInchor: ector2
9 motorNpeed: float
9 enable\otor: boolean
9 maE\otorTorXue: float
9 dampingkatio: float: tx l gim E%c, " l' t4i a
9 freXuenE&PM: float: tn s4 c
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com.badlogic.gdx.physics.box2d.Contact
9 get]iEtureI35: ]iEture: L& ra fiEture c