本文整理汇总了Java中com.artemis.SuperMapper类的典型用法代码示例。如果您正苦于以下问题:Java SuperMapper类的具体用法?Java SuperMapper怎么用?Java SuperMapper使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
SuperMapper类属于com.artemis包,在下文中一共展示了SuperMapper类的4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,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: createWorld
import com.artemis.SuperMapper; //导入依赖的package包/类
protected World createWorld() {
final RenderBatchingSystem renderBatchingSystem;
return new World(new WorldConfigurationBuilder()
.dependsOn(OperationsPlugin.class)
.with(WorldConfigurationBuilder.Priority.HIGH,
// supportive
new SuperMapper(),
new TagManager(),
new CameraSystem(1),
new FeatureScreenAssetSystem(),
new OdbFeatureDetectionSystem()
).with(WorldConfigurationBuilder.Priority.LOW,
// processing
new TransitionSystem(GdxArtemisGame.getInstance()),
// animation
new ClearScreenSystem(Color.valueOf("969291")),
renderBatchingSystem = new RenderBatchingSystem(),
new AnimRenderSystem(renderBatchingSystem),
new FeatureScreenSetupSystem()
).build());
}
示例2: createWorld
import com.artemis.SuperMapper; //导入依赖的package包/类
@Override
protected World createWorld() {
RenderBatchingSystem renderBatchingSystem;
return new World(new WorldConfigurationBuilder()
.dependsOn(EntityLinkManager.class, ProfilerPlugin.class, OperationsPlugin.class)
.with(
new SuperMapper(),
// Replace with your own systems!
new CameraSystem(1),
new ClearScreenSystem(Color.valueOf(BACKGROUND_COLOR_HEX)),
new GameScreenAssetSystem(),
new GameScreenSetupSystem(),
renderBatchingSystem = new RenderBatchingSystem(),
new AnimRenderSystem(renderBatchingSystem)
).build());
}
示例3: createWorld
import com.artemis.SuperMapper; //导入依赖的package包/类
@Override
protected World createWorld() {
RenderBatchingSystem renderBatchingSystem;
return new World(new WorldConfigurationBuilder()
.dependsOn(EntityLinkManager.class, ProfilerPlugin.class, OperationsPlugin.class)
.with(
new SuperMapper(),
new TagManager(),
new EntitySpawnerSystem(),
new MapSystem(),
new ParticleSystem(),
new PowerSystem(),
new GameScreenAssetSystem(),
new GameScreenSetupSystem(),
new CameraSystem(G.CAMERA_ZOOM),
// sensors.
new WallSensorSystem(),
new CollisionSystem(),
// spawn
new TriggerSystem(),
new FarewellSystem(),
new SpoutSystem(),
// Control and logic.
new FollowSystem(),
new PlayerControlSystem(),
new BirdBrainSystem(),
// Physics.
new GravitySystem(),
new MapCollisionSystem(),
new PlatformCollisionSystem(),
new PhysicsSystem(),
// Effects.
new FootstepSystem(),
new CarriedSystem(),
new SocketSystem(),
// Camera.
new CameraFollowSystem(),
new CameraShakeSystem(),
new CameraClampToMapSystem(),
new PriorityAnimSystem(),
new JumpAttackSystem(),
new ClearScreenSystem(Color.valueOf("031D1E")),
new MapRenderSystem(),
renderBatchingSystem = new RenderBatchingSystem(),
new MyAnimRenderSystem(renderBatchingSystem),
new MapRenderInFrontSystem(),
new TerminalSystem(),
new ExitSystem(),
new DeathSystem(),
new DialogSystem(),
new TransitionSystem(GdxArtemisGame.getInstance())
).build());
}
示例4: createWorld
import com.artemis.SuperMapper; //导入依赖的package包/类
@Override
protected World createWorld() {
RenderBatchingSystem renderBatchingSystem;
return new World(new WorldConfigurationBuilder()
.dependsOn(EntityLinkManager.class, ProfilerPlugin.class, OperationsPlugin.class)
.with(
new SuperMapper(),
new TagManager(),
new GroupManager(),
new CardSystem(),
new CardSortSystem(),
new CardScriptSystem(),
new CollisionSystem(),
new TransitionSystem(GdxArtemisGame.getInstance()),
new MyCameraSystem(G.CAMERA_ZOOM),
new GameScreenAssetSystem(),
new GameScreenSetupSystem(),
new MouseCursorSystem(),
new MouseClickSystem(),
new PlanetCreationSystem(),
new DrawingSystem(),
new PlanetStencilSystem(),
new PlanetMaskSystem(),
new PlanetSimulationSystem(),
new PlanetCoordSystem(),
new OrientToGravitySystem(),
new WanderSystem(),
new GravitySystem(),
new PhysicsSystem(),
new DeathSystem(),
new GhostSystem(),
new ExplosiveSystem(),
new StarEffectSystem(),
new ToolSystem(),
new AchievementSystem(),
new PlanetBackgroundRenderSystem(),
renderBatchingSystem = new RenderBatchingSystem(),
new MyAnimRenderSystem(renderBatchingSystem),
new PlanetRenderSystem(renderBatchingSystem),
new PlanetRenderGravityDebugSystem(),
new PlanetRenderTemperatureDebugSystem()
).build());
}