本文整理汇总了Java中com.artemis.World.createEntity方法的典型用法代码示例。如果您正苦于以下问题:Java World.createEntity方法的具体用法?Java World.createEntity怎么用?Java World.createEntity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.artemis.World
的用法示例。
在下文中一共展示了World.createEntity方法的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: createArmy
import com.artemis.World; //导入方法依赖的package包/类
public static Entity createArmy(World world, MapPosition pos, String name, Empire empire, Entity source,
int militaryPower) {
Entity e = world.createEntity();
EntityEdit edit = e.edit();
edit.add(new Counter(Colors.contrast(empire.color), empire.color, militaryPower));
edit.add(pos).add(new Name(name)).add(new Description(name))
.add(new Destination(source.getComponent(ArmyCommand.class).forbiddenTiles, 1))
.add(new Army(source, militaryPower)).add(empire);
if (empire.isComputerControlled())
edit.add(new AIControlled());
return e;
}
示例2: createFadingTileLabel
import com.artemis.World; //导入方法依赖的package包/类
public static Entity createFadingTileLabel(World world, String label, Color color, float x, float y, float duration) {
Entity e = world.createEntity();
EntityEdit edit = e.edit();
MutableMapPosition position = edit.create(MutableMapPosition.class);
position.x = x;
position.y = y;
FadingMessage fading = edit.create(FadingMessage.class);
fading.label = label;
fading.color = color;
fading.duration = duration;
fading.vx = 0f;
fading.vy = 1.3f;
return e;
}
示例3: createFadingTileIcon
import com.artemis.World; //导入方法依赖的package包/类
public static Entity createFadingTileIcon(World world, TextureRegion icon, Color color, float x, float y,
float duration) {
Entity e = world.createEntity();
EntityEdit edit = e.edit();
MutableMapPosition position = edit.create(MutableMapPosition.class);
position.x = x;
position.y = y;
FadingMessage fading = edit.create(FadingMessage.class);
fading.icon = icon;
fading.color = color;
fading.duration = duration;
fading.vx = 0f;
fading.vy = 1.3f;
return e;
}
示例4: createBasicEntity
import com.artemis.World; //导入方法依赖的package包/类
private static Entity createBasicEntity(World world, float x, float y,
int width, int height, float vx, float vy, float vmax, int health) {
Entity e = world.createEntity();
// Location data
SpatialComp sc = world.createComponent(SpatialComp.class);
sc.setValues(x, y, width, height);
e.addComponent(sc);
// Velocity data
VelocityComp vc = world.createComponent(VelocityComp.class);
vc.setValues(vx, vy, vmax);
e.addComponent(vc);
// Health data
HealthComp hc = world.createComponent(HealthComp.class);
hc.health = health;
hc.killable = health != NO_HEALTH;
e.addComponent(hc);
return e;
}
示例5: createPlayer
import com.artemis.World; //导入方法依赖的package包/类
private static Entity createPlayer(final World world) {
final Entity newEntity = world.createEntity(Archetypes.getInstance().player);
newEntity.getComponent(FacingAnimationComponent.class).mapAnimation(EEntity.PLAYER);
newEntity.getComponent(TurnComponent.class).setMovesOnTurn(ETurnType.PLAYER);
setName(newEntity, EEntity.PLAYER);
return newEntity;
}
示例6: createMonster
import com.artemis.World; //导入方法依赖的package包/类
private static Entity createMonster(final EEntity type, final World world, final int xPosition,
final int yPosition) {
final Entity newEntity = world.createEntity(Archetypes.getInstance().monster);
newEntity.getComponent(AnimationComponent.class).mapAnimation(type);
final PositionComponent posComponent = newEntity.getComponent(PositionComponent.class);
posComponent.setX(xPosition);
posComponent.setY(yPosition);
setName(newEntity, type);
setAI(newEntity, type);
return newEntity;
}
示例7: createCollectible
import com.artemis.World; //导入方法依赖的package包/类
private static Entity createCollectible(final EEntity type, final World world, final int xPosition,
final int yPosition) {
final Entity newEntity = world.createEntity(Archetypes.getInstance().collectible);
newEntity.getComponent(SpriteComponent.class).mapSprite(type);
final PositionComponent posComponent = newEntity.getComponent(PositionComponent.class);
posComponent.setX(xPosition);
posComponent.setY(yPosition);
return newEntity;
}
示例8: createDecoration
import com.artemis.World; //导入方法依赖的package包/类
private static Entity createDecoration(final EEntity type, final World world, final int xPosition,
final int yPosition) {
final Entity newEntity = world.createEntity(Archetypes.getInstance().decoration);
newEntity.getComponent(AnimationComponent.class).mapAnimation(type);
final PositionComponent posComponent = newEntity.getComponent(PositionComponent.class);
posComponent.setX(xPosition);
posComponent.setY(yPosition);
return newEntity;
}
示例9: spawnMan
import com.artemis.World; //导入方法依赖的package包/类
public static Entity spawnMan(World world, int x, int y, int z) {
Entity e = world.createEntity();
e.edit().create(Position.class).set(x, y, z);
Gender gender = Gender.random();
String firstName;
if (gender == Gender.MALE)
firstName = NameGen.randomMaleFirstName();
else
firstName = NameGen.randomFemaleFirstName();
String lastName = NameGen.randomLastName();
// e.edit().create(Citizen.class).set(firstName, lastName, gender);
Citizen c = e.edit().create(Citizen.class);
c.firstName = firstName;
c.lastName = lastName;
c.gender = gender;
c.bodyShape = BodyShape.types.get(gender.name());
c.hairStyle = (HairStyle) MatUtils.randVal(HairStyle.types.values().toArray());
c.hairColor = (HairColor) MatUtils.randVal(HairColor.types.values().toArray());
c.skinColor = (SkinColor) MatUtils.randVal(SkinColor.types.values().toArray());
e.edit().create(Health.class).set(10, 10);
if (MatUtils.getBoolean(0.8f))
c.garment = (GarmentType) MatUtils.randVal(GarmentType.types.values().toArray());
if (MatUtils.getBoolean())
c.hat = (HatType) MatUtils.randVal(HatType.types.values().toArray());
// e.edit().create(Appearance.class).set(AssetLoader.atlas.findRegion("character/parts/body/maleBody"));
e.edit().create(Sentience.class);
Gdx.app.log("Spawn", firstName + " " + lastName + " has entered the station.");
return e;
}
示例10: createClick
import com.artemis.World; //导入方法依赖的package包/类
public static Entity createClick(World world, int x, int y, float startScale, float speed) {
Entity e = world.createEntity();
EntityEdit edit = e.edit();
MutableMapPosition pos = edit.create(MutableMapPosition.class);
pos.x = x;
pos.y = y;
Sprite sprite = new Sprite();
sprite.name = "click";
sprite.color = new Color(1f, 1f, 1f, 0.5f);
sprite.rotation = 0f;
sprite.scaleX = startScale;
sprite.scaleY = startScale;
edit.add(sprite);
Expires expires = edit.create(Expires.class);
expires.delay = 1f;
ScaleAnimation scaleAnimation = edit.create(ScaleAnimation.class);
scaleAnimation.speed = speed;
ColorAnimation colorAnimation = edit.create(ColorAnimation.class);
colorAnimation.alphaAnimate = true;
colorAnimation.alphaSpeed = -1f;
return e;
}
示例11: createEmpire
import com.artemis.World; //导入方法依赖的package包/类
public static Entity createEmpire(World world, int x, int y, String name, Empire empire) {
Entity e = world.createEntity();
EntityEdit edit = e.edit();
ArmyCommand command = new ArmyCommand();
edit.add(empire).add(new EventsCount()).add(new Discoveries()).add(new Policies()).add(new Diplomacy())
.add(command).add(new Score());
Sprite sprite = new Sprite();
sprite.name = "cylinderwide";
sprite.rotation = 0f;
sprite.scaleX = 1f;
sprite.scaleY = 1f;
sprite.color = empire.color;
edit.add(sprite);
InfluenceSource source = new InfluenceSource();
edit.add(new MapPosition(x, y)).add(source).add(new Destination(command.forbiddenTiles, 2));
edit.add(new Name(name)).add(new Description("Tribe of " + name))
.add(new TextBox(() -> name + ": " + source.power()));
if (empire.isComputerControlled())
edit.add(new AIControlled());
return e;
}
示例12: setup
import com.artemis.World; //导入方法依赖的package包/类
@Before
public void setup() {
World world = new World(new WorldConfigurationBuilder().dependsOn(ExtendedComponentMapperPlugin.class).build());
entity = world.createEntity();
component = new TweenableTestComponent(5);
entity.edit().add(component);
step= new TweenableTestOperation();
}
示例13: setup
import com.artemis.World; //导入方法依赖的package包/类
@Before
public void setup() {
World world = new World(new WorldConfigurationBuilder().dependsOn(ExtendedComponentMapperPlugin.class).build());
entity = world.createEntity();
component = new TweenableTestComponent(5);
entity.edit().add(component);
step = new UnpooledTweenOperation();
}
示例14: createBubble
import com.artemis.World; //导入方法依赖的package包/类
private static Entity createBubble(World world, float sourceX,
float sourceY, int bubWidth, int bubHeight, String imgName,
int health) {
Entity e = world.createEntity();
MoveWithPlayerComp mwpc = world
.createComponent(MoveWithPlayerComp.class);
mwpc.xDisplace = -(bubWidth - Constants.SHIP_WIDTH) / 2;
mwpc.yDispace = -(bubHeight - Constants.SHIP_HEIGHT) / 2;
e.addComponent(mwpc);
SpatialComp sc = world.createComponent(SpatialComp.class);
sc.setValues(sourceX + mwpc.xDisplace, sourceY + mwpc.yDispace,
bubWidth, bubHeight);
e.addComponent(sc);
SingleSpriteComp ssc = world.createComponent(SingleSpriteComp.class);
ssc.name = imgName;
ssc.tint = Color.WHITE;
e.addComponent(ssc);
HealthComp hc = world.createComponent(HealthComp.class);
hc.health = health;
e.addComponent(hc);
e.addComponent(world.createComponent(NonCullComp.class));
world.getManager(GroupManager.class).add(e, Constants.Groups.PLAYER);
return e;
}
示例15: prepareWorld
import com.artemis.World; //导入方法依赖的package包/类
private static World prepareWorld (int numEntities) {
World world = new World();
world.setSystem(new MovementSystem());
world.setSystem(new StateSystem());
world.setSystem(new CollisionSystem());
world.setSystem(new RemovalSystem());
world.initialize();
for (int i = 0; i < numEntities; ++i) {
Entity entity = world.createEntity();
if (Constants.shouldHaveComponent(ComponentType.POSITION, i)) {
PositionComponent pos = new PositionComponent();
pos.pos.x = MathUtils.random(Constants.MIN_POS, Constants.MAX_POS);
pos.pos.y = MathUtils.random(Constants.MIN_POS, Constants.MAX_POS);
entity.addComponent(pos);
}
if (Constants.shouldHaveComponent(ComponentType.MOVEMENT, i)) {
MovementComponent mov = new MovementComponent();
mov.velocity.x = MathUtils.random(Constants.MIN_VEL, Constants.MAX_VEL);
mov.velocity.y = MathUtils.random(Constants.MIN_VEL, Constants.MAX_VEL);
mov.accel.x = MathUtils.random(Constants.MIN_ACC, Constants.MAX_ACC);
mov.accel.y = MathUtils.random(Constants.MIN_ACC, Constants.MAX_ACC);
entity.addComponent(mov);
}
if (Constants.shouldHaveComponent(ComponentType.RADIUS, i)) {
RadiusComponent rad = new RadiusComponent();
rad.radius = MathUtils.random(Constants.MIN_RADIUS, Constants.MAX_RADIUS);
entity.addComponent(rad);
}
if (Constants.shouldHaveComponent(ComponentType.STATE, i)) {
entity.addComponent(new StateComponent());
}
world.addEntity(entity);
}
return world;
}