本文整理汇总了Java中com.badlogic.ashley.tests.systems.MovementSystem类的典型用法代码示例。如果您正苦于以下问题:Java MovementSystem类的具体用法?Java MovementSystem怎么用?Java MovementSystem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。
MovementSystem类属于com.badlogic.ashley.tests.systems包,在下文中一共展示了MovementSystem类的2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: create
import com.badlogic.ashley.tests.systems.MovementSystem; //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2: create
import com.badlogic.ashley.tests.systems.MovementSystem; //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);
}
}