本文整理汇总了Java中net.mostlyoriginal.api.system.camera.CameraSystem类的典型用法代码示例。如果您正苦于以下问题:Java CameraSystem类的具体用法?Java CameraSystem怎么用?Java CameraSystem使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
CameraSystem类属于net.mostlyoriginal.api.system.camera包,在下文中一共展示了CameraSystem类的9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 net.mostlyoriginal.api.system.camera.CameraSystem; //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 net.mostlyoriginal.api.system.camera.CameraSystem; //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 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3: createWorld
import net.mostlyoriginal.api.system.camera.CameraSystem; //导入依赖的package包/类
protected World createWorld() {
final RenderBatchingSystem renderBatchingSystem;
return new World(new WorldConfigurationBuilder()
.with(
new TagManager()
)
.with(
// supportive
new CameraSystem(1),
new FeatureScreenAssetSystem(),
new OdbFeatureDetectionSystem()
).with(
// processing
new SchedulerSystem(),
new TransitionSystem(GdxArtemisGame.getInstance()),
new ColorAnimationSystem()
).with(
// animation
new ClearScreenSystem(Color.valueOf("969291")),
renderBatchingSystem = new RenderBatchingSystem(),
new AnimRenderSystem(renderBatchingSystem),
new FeatureScreenSetupSystem()
).build());
}
示例4: createWorld
import net.mostlyoriginal.api.system.camera.CameraSystem; //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5: createWorld
import net.mostlyoriginal.api.system.camera.CameraSystem; //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6: createWorld
import net.mostlyoriginal.api.system.camera.CameraSystem; //导入依赖的package包/类
@Override
protected World createWorld() {
RenderBatchingSystem renderBatchingSystem;
return new World(new WorldConfigurationBuilder()
.dependsOn(OperationsPlugin.class)
.dependsOn(ExtendedComponentMapperPlugin.class)
.dependsOn(OperationsPlugin.class)
.with(
new GroupManager(),
new TagManager(),
new FontManager(),
new StructureSystem(),
new SmokeSystem(),
new CameraSystem(1),
new AssetSystem(),
new ClearScreenSystem(Color.valueOf(BACKGROUND_COLOR_HEX)),
new StockpileSystem(),
new EntitySetupSystem(),
new DilemmaSystem(),
new EntitySpawnerSystem(),
new MouseCursorSystem(),
new MouseClickSystem(),
new ButtonSystem(),
new FireballSystem(),
new BurrowSystem(),
new CollisionSystem(),
new PhysicsSystem(),
new GravitySystem(),
new ZPosSystem(),
new TrembleSystem(),
new CheerSystem(),
new ProgressAlgorithmSystem(),
// new StockpileUISystem(),
new ProgressUISystem(),
new DioramaSystem(),
new SunDioramaSystem(),
new RiverDioramaSystem(),
new ScaffoldDioramaSystem(),
new EndgameSystem(),
new MinionSystem(),
new ColorAnimationSystem(),
new EntityCameraSystem(),
new CameraShakeSystem(),
// Replace with your own systems!
renderBatchingSystem = new RenderBatchingSystem(),
new AnimRenderSystem(renderBatchingSystem),
new LabelRenderSystem(renderBatchingSystem),
new BarRenderSystem(renderBatchingSystem),
new ProgressRenderSystem(renderBatchingSystem)
).build());
}
示例7: MainScreen
import net.mostlyoriginal.api.system.camera.CameraSystem; //导入依赖的package包/类
public MainScreen() {
RenderBatchingSystem renderBatchingSystem = new RenderBatchingSystem();
screenshotHandlerSystem = new ScreenshotHandlerSystem();
world = new WorldBuilder()
.with(
new EventManager(),
new GroupManager(),
new TagManager(),
new UuidEntityManager(),
new NavigationGridManager(),
new LayerManager(),
new EntityFactoryManager(),
new FontManager(),
new MapMetadataManager())
.with(
new CollisionSystem(),
new MouseCursorSystem(),
new MouseClickSystem(),
new DraggableSystem(),
new ButtonSystem(),
new ToolSystem(),
new DeletableSystem(),
new LayerLoaderSystem(),
// 2. Plotting.
new RoutePlotSystem(),
new TechpointSymmetrySystem(),
new TravelerSystem(),
new AssetSystem(),
new CameraSystem(CAMERA_ZOOM_FACTOR),
new RenderMaskHandlerSystem(),
/** Rendering */
renderBatchingSystem)
.withPassive(
new AnimRenderSystem(renderBatchingSystem),
new LayerRenderSystem(renderBatchingSystem),
new LabelRenderSystem(renderBatchingSystem))
.with(
new TeamChangingSystem(),
new TechpointPressureSystem(),
new DomainSystem(),
new RefreshHandlerSystem(),
new PersistHandlerSystem(),
screenshotHandlerSystem,
// 1. Route Calculation.
// we run these in reverse, so dependencies will have to cycle one frame before
// being called which will avoid hitching due to multiple systems processing at once.
new PreferredRouteCalculationSystem(),
new RouteCalculationSystem(),
new NavigationGridCalculationSystem(),
new InputSystem(),
new MilestoneHandlerSystem()).initialize();
new EntityBuilder(world).with(new MouseCursor(), new Pos(), new Bounds(0, 0, 11, 12), new Renderable(10000)).tag("cursor").build();
}
示例8: instanceGameSystems
import net.mostlyoriginal.api.system.camera.CameraSystem; //导入依赖的package包/类
/**
* Just get a basic dancing man going!
*/
private BaseSystem[] instanceGameSystems() {
RenderBatchingSystem renderBatchingSystem;
return new BaseSystem[]{
new CameraSystem(G.ZOOM),
new ClearScreenSystem(Color.valueOf(BACKGROUND_COLOR_HEX)),
new GameScreenAssetSystem(),
new GameScreenSetupSystem(levelIndex),
new MouseCursorSystem(),
new CollisionSystem(),
new ConveyerSystem(),
new ConveyableExpirationSystem(),
new PhysicsSystem(),
new InventoryScoopSystem(),
new SplicerSystem(),
new CrusherSystem(),
new ShowerSystem(),
new GougerSystem(),
new SpawnProtectSystem(),
new DispenserSystem(),
new TapSystem(),
new DraggableIndicatorSystem(),
new DragStartSystem(),
new TileDropSystem(),
new RotateSystem(),
new GridOverlapHelperSystem(),
new LiquidSystem(),
new ColorAnimationSystem(),
new StarSystem(),
renderBatchingSystem = new RenderBatchingSystem(),
new AnimRenderSystem(renderBatchingSystem),
new LabelRenderSystem(renderBatchingSystem),
new SchedulerSystem(),
new LevelTransitionSystem(),
new VictorySystem(),
new RetryLevelSystem(),
new RetryButtonSystem(),
};
}
示例9: MainScreen
import net.mostlyoriginal.api.system.camera.CameraSystem; //导入依赖的package包/类
public MainScreen() {
world = new World();
// MANAGERS
world.setManager(new GroupManager());
world.setManager(new TagManager());
world.setManager(new UuidEntityManager());
world.setSystem(new EntityFactorySystem());
world.setSystem(new AssetSystem());
world.setSystem(new CameraSystem(CAMERA_ZOOM_FACTOR));
// LOGIC
world.setSystem(new BuoySystem());
world.setSystem(new LiquidLogicSystem());
world.setSystem(new PlayerControlSystem());
world.setSystem(new PhysicsSystem());
world.setSystem(new ClampedSystem());
world.setSystem(new AttachmentSystem());
world.setSystem(new RippleSystem());
// RENDER
RenderBatchingSystem batchingSystem = new RenderBatchingSystem();
world.setSystem(batchingSystem);
world.setSystem(new AnimRenderSystem(batchingSystem),false);
world.setSystem(new LiquidRenderSystem(batchingSystem), false);
world.initialize();
}