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Java Filter类代码示例

本文整理汇总了Java中com.badlogic.gdx.physics.box2d.Filter的典型用法代码示例。如果您正苦于以下问题:Java Filter类的具体用法?Java Filter怎么用?Java Filter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。


Filter类属于com.badlogic.gdx.physics.box2d包,在下文中一共展示了Filter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: die

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
public void die(DeathType death) 
{
	if(alive)
	{
		if (grabbed != null)
		{
			stopGrabbing(false);
		}
		
		gameWorld.startRespawnClock(this);
		
		Fixture f = body.getFixtureList().get(0);
		Filter fi = f.getFilterData();
		fi.categoryBits = BodyFactory.CAT_DECEASED;
		fi.maskBits = BodyFactory.MASK_DECEASED;
		f.setFilterData(fi);
		body.getFixtureList().set(0, f);
		
		super.die(death);
	}
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:22,代码来源:RookieCop.java

示例2: swapWorldLayers

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
public void swapWorldLayers(LayerHandler lh)
{
	removeFromWorldLayers(lh);
	lh.addEntityToLayer(this, LayerHandler.ground);
	swapped = true;
	
	Fixture f = body.getFixtureList().get(0);
	Filter fi = f.getFilterData();
	fi.categoryBits = BodyFactory.CAT_IMPASSABLE;
	fi.maskBits = BodyFactory.MASK_SHERIFF_GROUND;
	f.setFilterData(fi);
	body.getFixtureList().set(0, f);
	
	canFire = false;
	TimerManager.addTimer(swapTimer);
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:17,代码来源:Sheriff.java

示例3: createBody

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
@Override
protected Body createBody(EntityDefinition definition) {
    BodyDef bodyDef = definition.getBodyDef();
    bodyDef.position.set(definition.getCenter());
    Body body = Level.getInstance().getPhysicsWorld().createBody(bodyDef);

    FixtureDef fixtureDef = createFixtureDef();
    body.createFixture(fixtureDef);
    fixtureDef.shape.dispose();

    body.setBullet(true);
    attachFootSensor(body, definition.getSize().x);

    Filter filter = new Filter();
    filter.categoryBits = 0x0001;
    filter.maskBits = ~Player.COLLISION_MASK;
    body.getFixtureList().get(0).setFilterData(filter);

    return body;
}
 
开发者ID:alexschimpf,项目名称:joe,代码行数:21,代码来源:Player.java

示例4: WallActor

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
public WallActor(JumplingsWorld world, PointF worldPos, PointF p0, PointF p1, boolean floor, boolean security) {

        super(world, worldPos, p0, p1, false);

        Filter filter = (floor) ? FLOOR_FILTER : WALL_FILTER;
        for (int i = 0; i < mBodies.size(); i++) {
            Body b = mBodies.get(i);
            // b.setBullet(true);

            ArrayList<Fixture> fs = b.getFixtureList();

            int l2 = fs.size();
            for (int i2 = 0; i2 < l2; i2++) {
                Fixture f = fs.get(i2);
                f.setRestitution(WALL_RESTITUTION);
                f.setFilterData(filter);
            }
        }

        this.floor = floor;
        this.security = security;
    }
 
开发者ID:sergiotorresperez,项目名称:jumplings,代码行数:23,代码来源:WallActor.java

示例5: configEntity

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
private void configEntity(Entity entity) {
    IdentityComponent identity = getComponent(entity, IdentityComponent.class, true);
    identity.uuid = IDS++;
    if (Settings.DEBUG_ENTITY != null) tag = String.format("%s::%s:", this.getClass().getSimpleName(), identity.tag);
    if (!tagEntities.containsKey(identity.tag)) {
        tagEntities.put(identity.tag, new Array<Entity>());

    }
    tagEntities.get(identity.tag).add(entity);

    RigidBodiesComponents rigidBodies = getComponent(entity, RigidBodiesComponents.class, false);

    if (rigidBodies != null) {
        for (Body rigidBody : rigidBodies.rigidBodies) {
            rigidBody.setUserData(entity);
            for (Fixture fixture : rigidBody.getFixtureList()) {
                Filter filter = new Filter();
                filter.categoryBits = identity.category;
                filter.maskBits = identity.collisionMask;
                filter.groupIndex = identity.group;
                fixture.setFilterData(filter);
            }
        }
    }

}
 
开发者ID:Rubentxu,项目名称:GDX-Logic-Bricks,代码行数:27,代码来源:LogicBricksEngine.java

示例6: setCollisionGroup

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Set a category group to all fixtures of a single body.
 * 
 * @param group
 *            Id - Negative id does not collide with those with the same
 *            group id Positive id collides with only those with the same
 *            group id. Default is 0, which collides with everything;
 */
@Prop(name = "Collision Group")
public void setCollisionGroup(int group) {
	// Create a filter
	Filter filter;

	// Set all fixtures of the body to the same Collision Group.
	Array<Fixture> fixtures = mBody.getFixtureList();
	for (Fixture f : fixtures) {
		// Get the Current Filter data
		filter = f.getFilterData();
		// Change the group index
		filter.groupIndex = (short) group;
		// Apply the new filter to the fixture.
		f.setFilterData(filter);
	}
	mCollisionGroup = group;
}
 
开发者ID:underclocker,项目名称:Blob-Game,代码行数:26,代码来源:Actor.java

示例7: Bullet

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * @param textReg
 * @param x
 * @param y
 * @param world
 */
public Bullet(TextureRegion textReg, float x, float y, World world) {
	super(textReg, x, y, world, "bullet");
	mBody.setBullet(true); // More accurate collision detection
	for (Fixture fixture : mBody.getFixtureList()) {
		fixture.setDensity(0);
		fixture.setRestitution(1);
		fixture.setFriction(0);
		Filter filter = fixture.getFilterData();
		filter.categoryBits = EEnityCategories.BULLET.getValue();
		filter.maskBits &= ~EEnityCategories.BULLET.getValue();
		fixture.setFilterData(filter);
	}
	mBody.setLinearDamping(0);
	mSpeed = SPEED;
	mDamage = 20f;
}
 
开发者ID:tbporter,项目名称:Cypher-Sydekick,代码行数:23,代码来源:Bullet.java

示例8: Enemy

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * @param textReg
 * @param x
 * @param y
 * @param world
 */
public Enemy(TextureRegion textReg, float x, float y, World world) {
	super(textReg, x, y, world, "square");
	setAI(AI.RandomFactory(this));
	mBody.setBullet(true); // More accurate collision detection
	mBody.setFixedRotation(true);
	Fixture fixture = mBody.getFixtureList().get(0);
	fixture.setDensity(0.1f);
	fixture.setRestitution(1);
	fixture.setFriction(0);

	Filter filter = fixture.getFilterData();
	filter.categoryBits = EEnityCategories.ENEMY.getValue();
	filter.maskBits = (short) (EEnityCategories.ALL.getValue() & ~EEnityCategories.ENEMY
			.getValue());
	fixture.setFilterData(filter);

	mSpeed = SPEED;
	mHealth = MAX_HEALTH;
	mDamage = 5f;
}
 
开发者ID:tbporter,项目名称:Cypher-Sydekick,代码行数:27,代码来源:Enemy.java

示例9: createFilterMask

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Creates and sets the collision filter mask and category of this object
 */
@Override
public void createFilterMask() {
    Filter filter = new Filter();
    filter.categoryBits = MainGameClass.CATEGORY_WEAPON;
    filter.maskBits =  MainGameClass.MASK_WEAPON;
    fixture.setFilterData(filter);
}
 
开发者ID:johannesmols,项目名称:GangsterSquirrel,代码行数:11,代码来源:WeaponPickup.java

示例10: createFilterMask

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Creates and sets the collision filter mask and category of this object
 */
@Override
public void createFilterMask() {
    Filter filter = new Filter();
    filter.categoryBits = MainGameClass.CATEGORY_ENEMY_MOVE_BORDER;
    filter.maskBits = MainGameClass.MASK_ENEMY_MOVE_BORDER;
    fixture.setFilterData(filter);
}
 
开发者ID:johannesmols,项目名称:GangsterSquirrel,代码行数:11,代码来源:EnemyMoveBorder.java

示例11: createFilterMask

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Creates and sets the collision filter mask and category of this object
 */
@Override
public void createFilterMask() {
    Filter filter = new Filter();
    filter.categoryBits = MainGameClass.CATEGORY_DEATHTILE;
    filter.maskBits = MainGameClass.MASK_DEATHTILE;
    fixture.setFilterData(filter);
}
 
开发者ID:johannesmols,项目名称:GangsterSquirrel,代码行数:11,代码来源:DeathTile.java

示例12: createFilterMask

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Creates and sets the collision filter mask and category of this object
 */
@Override
public void createFilterMask() {
    Filter filter = new Filter();
    filter.categoryBits = MainGameClass.CATEGORY_FINISH;
    filter.maskBits = MainGameClass.MASK_FINISH;
    fixture.setFilterData(filter);
}
 
开发者ID:johannesmols,项目名称:GangsterSquirrel,代码行数:11,代码来源:Finish.java

示例13: createFilterMask

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Creates and sets the collision filter mask and category of this object
 */
@Override
public void createFilterMask() {
    Filter filter = new Filter();
    filter.categoryBits = MainGameClass.CATEGORY_GROUND;
    filter.maskBits = MainGameClass.MASK_GROUND;
    fixture.setFilterData(filter);
}
 
开发者ID:johannesmols,项目名称:GangsterSquirrel,代码行数:11,代码来源:Ground.java

示例14: createFilterMask

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
/**
 * Creates and sets the collision filter mask and category of this object
 */
@Override
public void createFilterMask() {
    Filter filter = new Filter();
    filter.categoryBits = MainGameClass.CATEGORY_JUMPABLE;
    filter.maskBits = MainGameClass.MASK_JUMPABLE;
    fixture.setFilterData(filter);
}
 
开发者ID:johannesmols,项目名称:GangsterSquirrel,代码行数:11,代码来源:Jumpable.java

示例15: die

import com.badlogic.gdx.physics.box2d.Filter; //导入依赖的package包/类
public void die(DeathType death)
{	
	if(alive)
	{
		if (gameWorld instanceof BossFight)
		{
			((BossFight)gameWorld).startRespawnClock(this);
		}
		else
		{
			gameWorld.startRespawnClock(this);
		}
		
		if(death == DeathType.CAPTURE)
		{
			shouldMakeCorpse = false;
			CGCWorld.addToDestroyList(this);
			
			if (Options.storedTrackingOption)
			{
				ChaseApp.stats.getStatByIndex(getCurrentMapIndex()).captures++;
			}
		}
		else
		{
			Fixture f = body.getFixtureList().get(0);
			Filter fi = f.getFilterData();
			fi.categoryBits = BodyFactory.CAT_DECEASED;
			fi.maskBits = BodyFactory.MASK_DECEASED;
			f.setFilterData(fi);
			body.getFixtureList().set(0, f);
		}
		
		fixKeyIDs(playerID);
		super.die(death);
		alive = false;
	}
	rightJoint = null;
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:40,代码来源:Prisoner.java


注:本文中的com.badlogic.gdx.physics.box2d.Filter类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。