本文整理汇总了Java中com.badlogic.ashley.tests.components.PositionComponent类的典型用法代码示例。如果您正苦于以下问题:Java PositionComponent类的具体用法?Java PositionComponent怎么用?Java PositionComponent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。
PositionComponent类属于com.badlogic.ashley.tests.components包,在下文中一共展示了PositionComponent类的15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: update
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void update (float deltaTime) {
PositionComponent position;
VisualComponent visual;
camera.update();
batch.begin();
batch.setProjectionMatrix(camera.combined);
for (int i = 0; i < entities.size(); ++i) {
Entity e = entities.get(i);
position = pm.get(e);
visual = vm.get(e);
batch.draw(visual.region, position.x, position.y);
}
batch.end();
}
示例2: update
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void update(float deltaTime) {
PositionComponent position;
VisualComponent visual;
camera.update();
batch.begin();
batch.setProjectionMatrix(camera.combined);
for (int i = 0; i < entities.size(); ++i) {
Entity e = entities.get(i);
position = pm.get(e);
visual = vm.get(e);
batch.draw(visual.region, position.x, position.y);
}
batch.end();
}
示例3: main
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
public static void main (String[] args) {
PooledEngine engine = new PooledEngine();
MovementSystem movementSystem = new MovementSystem();
PositionSystem positionSystem = new PositionSystem();
engine.addSystem(movementSystem);
engine.addSystem(positionSystem);
Listener listener = new Listener();
engine.addEntityListener(listener);
for (int i = 0; i < 10; i++) {
Entity entity = engine.createEntity();
entity.add(new PositionComponent(10, 0));
if (i > 5) entity.add(new MovementComponent(10, 2));
engine.addEntity(entity);
}
log("MovementSystem has: " + movementSystem.entities.size() + " entities.");
log("PositionSystem has: " + positionSystem.entities.size() + " entities.");
for (int i = 0; i < 10; i++) {
engine.update(0.25f);
if (i > 5) engine.removeSystem(movementSystem);
}
engine.removeEntityListener(listener);
}
示例4: update
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void update (float deltaTime) {
for (int i = 0; i < entities.size(); ++i) {
Entity e = entities.get(i);
PositionComponent p = pm.get(e);
MovementComponent m = mm.get(e);
p.x += m.velocityX * deltaTime;
p.y += m.velocityY * deltaTime;
}
log(entities.size() + " Entities updated in MovementSystem.");
}
示例5: create
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void create () {
OrthographicCamera camera = new OrthographicCamera(640, 480);
camera.position.set(320, 240, 0);
camera.update();
Texture crateTexture = new Texture("assets/crate.png");
Texture coinTexture = new Texture("assets/coin.png");
engine = new PooledEngine();
engine.addSystem(new RenderSystem(camera));
engine.addSystem(new MovementSystem());
Entity crate = engine.createEntity();
crate.add(new PositionComponent(50, 50));
crate.add(new VisualComponent(new TextureRegion(crateTexture)));
engine.addEntity(crate);
TextureRegion coinRegion = new TextureRegion(coinTexture);
for (int i = 0; i < 100; i++) {
Entity coin = engine.createEntity();
coin.add(new PositionComponent(MathUtils.random(640), MathUtils.random(480)));
coin.add(new MovementComponent(10.0f, 10.0f));
coin.add(new VisualComponent(coinRegion));
engine.addEntity(coin);
}
}
示例6: processEntity
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void processEntity (Entity entity, float deltaTime) {
PositionComponent position = pm.get(entity);
MovementComponent movement = mm.get(entity);
position.x += movement.velocityX * deltaTime;
position.y += movement.velocityY * deltaTime;
}
示例7: main
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
public static void main(String[] args) {
PooledEngine engine = new PooledEngine();
MovementSystem movementSystem = new MovementSystem();
PositionSystem positionSystem = new PositionSystem();
engine.addSystem(movementSystem);
engine.addSystem(positionSystem);
Listener listener = new Listener();
engine.addEntityListener(listener);
for (int i = 0; i < 10; i++) {
Entity entity = engine.createEntity();
entity.add(new PositionComponent(10, 0));
if (i > 5) {
entity.add(new MovementComponent(10, 2));
}
engine.addEntity(entity);
}
log("MovementSystem has: " + movementSystem.entities.size() + " entities.");
log("PositionSystem has: " + positionSystem.entities.size() + " entities.");
for (int i = 0; i < 10; i++) {
engine.update(0.25f);
if (i > 5) {
engine.removeSystem(movementSystem);
}
}
engine.removeEntityListener(listener);
}
示例8: update
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void update(float deltaTime) {
for (int i = 0; i < entities.size(); ++i) {
Entity e = entities.get(i);
PositionComponent p = pm.get(e);
MovementComponent m = mm.get(e);
p.x += m.velocityX * deltaTime;
p.y += m.velocityY * deltaTime;
}
log(entities.size() + " Entities updated in MovementSystem.");
}
示例9: create
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void create() {
OrthographicCamera camera = new OrthographicCamera(640, 480);
camera.position.set(320, 240, 0);
camera.update();
Texture crateTexture = new Texture("assets/crate.png");
Texture coinTexture = new Texture("assets/coin.png");
engine = new PooledEngine();
engine.addSystem(new RenderSystem(camera));
engine.addSystem(new MovementSystem());
Entity crate = engine.createEntity();
crate.add(new PositionComponent(50, 50));
crate.add(new VisualComponent(new TextureRegion(crateTexture)));
engine.addEntity(crate);
TextureRegion coinRegion = new TextureRegion(coinTexture);
for (int i = 0; i < 100; i++) {
Entity coin = engine.createEntity();
coin.add(new PositionComponent(MathUtils.random(640), MathUtils.random(480)));
coin.add(new MovementComponent(10.0f, 10.0f));
coin.add(new VisualComponent(coinRegion));
engine.addEntity(coin);
}
}
示例10: processEntity
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void processEntity(Entity entity, float deltaTime) {
PositionComponent position = pm.get(entity);
MovementComponent movement = mm.get(entity);
position.x += movement.velocityX * deltaTime;
position.y += movement.velocityY * deltaTime;
}
示例11: addedToEngine
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void addedToEngine (Engine engine) {
entities = engine.getEntitiesFor(Family.all(PositionComponent.class).get());
log("PositionSystem added to engine.");
}
示例12: MovementSystem
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
public MovementSystem () {
super(Family.all(PositionComponent.class, MovementComponent.class).get());
}
示例13: addedToEngine
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void addedToEngine (Engine engine) {
entities = engine.getEntitiesFor(Family.all(PositionComponent.class, VisualComponent.class).get());
}
示例14: addedToEngine
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
@Override
public void addedToEngine(Engine engine) {
entities = engine.getEntitiesFor(Family.getFor(PositionComponent.class));
log("PositionSystem added to engine.");
}
示例15: MovementSystem
import com.badlogic.ashley.tests.components.PositionComponent; //导入依赖的package包/类
public MovementSystem() {
super(Family.getFor(PositionComponent.class, MovementComponent.class));
}