本文整理汇总了Java中com.b3dgs.lionengine.game.Services.get方法的典型用法代码示例。如果您正苦于以下问题:Java Services.get方法的具体用法?Java Services.get怎么用?Java Services.get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.b3dgs.lionengine.game.Services
的用法示例。
在下文中一共展示了Services.get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: Entity
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create an entity.
*
* @param services The services reference.
* @param setup The setup used.
* @throws LionEngineException If error.
*/
public Entity(Services services, SetupSurfaceRastered setup)
{
super();
final FramesConfig frames = FramesConfig.imports(setup);
surface = Drawable.loadSpriteAnimated(setup.getSurface(), frames.getHorizontal(), frames.getVertical());
tileCollidable = addFeatureAndGet(new TileCollidableModel(services, setup));
body.setMass(2.0);
body.setGravityMax(7.0);
body.setDesiredFps(60);
body.setVectors(movement, jump);
viewer = services.get(Viewer.class);
StateAnimationBased.Util.loadStates(EntityState.values(), stateFactory, this, setup);
stateHandler.addInput(getInput());
stateHandler.changeState(EntityState.IDLE);
}
示例2: EntityStats
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create icon provider.
*
* @param services The services reference.
* @param setup The setup reference.
*/
public EntityStats(Services services, Setup setup)
{
super();
text = services.get(Text.class);
name = setup.getString("name");
final Media media = setup.getIconFile();
if (media != null)
{
icon = Drawable.loadImage(media);
icon.load();
icon.setLocation(Constant.ENTITY_INFO_X + ENTITY_INFO_MARGIN, Constant.ENTITY_INFO_Y + ENTITY_INFO_MARGIN);
}
else
{
icon = null;
}
life.fill();
barLife.setColorForeground(COLOR_LIFE);
barLife.setLocation((int) (icon.getX() + BAR_LIFE_X), (int) (icon.getY() + BAR_LIFE_Y));
}
示例3: Effect
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create an effect.
*
* @param services The services reference.
* @param setup The setup reference.
*/
public Effect(Services services, Setup setup)
{
super(services, setup);
viewer = services.get(Viewer.class);
addFeature(new Recycler());
addFeature(new LayerableModel(Constant.LAYER_EFFECT));
transformable = addFeatureAndGet(new TransformableModel(setup));
final EffectModel model = addFeatureAndGet(new EffectModel(setup));
addFeature(new EffectUpdater(services, model));
addFeature(new EffectRenderer(model));
anim = AnimationConfig.imports(setup).getAnimation("start");
surface = model.getSurface();
}
示例4: ChangeWeapon
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create power up action.
*
* @param services The services reference.
* @param setup The setup reference.
*/
public ChangeWeapon(Services services, Setup setup)
{
super();
factory = services.get(Factory.class);
if (setup.hasNode(NODE_WEAPON_FRONT))
{
media = Medias.create(Constant.FOLDER_WEAPON,
Constant.FOLDER_FRONT,
setup.getText(NODE_WEAPON_FRONT) + Factory.FILE_DATA_DOT_EXTENSION);
}
else if (setup.hasNode(NODE_WEAPON_REAR))
{
media = Medias.create(Constant.FOLDER_WEAPON,
Constant.FOLDER_REAR,
setup.getText(NODE_WEAPON_REAR) + Factory.FILE_DATA_DOT_EXTENSION);
}
else
{
media = null;
}
}
示例5: MarioUpdater
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create updater.
*
* @param services The services reference.
* @param model The model reference.
*/
public MarioUpdater(Services services, MarioModel model)
{
context = services.get(Context.class);
movement = model.getMovement();
jump = model.getJump();
}
示例6: MarioRenderer
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Constructor.
*
* @param services The services reference.
* @param model The model reference.
*/
public MarioRenderer(Services services, MarioModel model)
{
super();
viewer = services.get(Viewer.class);
surface = model.getSurface();
}
示例7: MarioController
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create updater.
*
* @param services The services reference.
* @param model The model reference.
*/
public MarioController(Services services, MarioModel model)
{
movement = model.getMovement();
jump = model.getJump();
keyboard = services.get(Keyboard.class);
}
示例8: ShipControllerAndroid
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create an Android ship controller.
*
* @param services The services reference.
* @param setup The setup reference.
*/
public ShipControllerAndroid(Services services, Setup setup)
{
super();
mouse = services.get(Mouse.class);
camera = services.get(Camera.class);
}
示例9: EntityRenderer
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create an entity renderer.
*
* @param services The services reference.
*/
EntityRenderer(Services services)
{
super();
viewer = services.get(Viewer.class);
}
示例10: Shooter
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create a shooter.
*
* @param services The services reference.
* @param setup The setup reference.
*/
Shooter(Services services, Setup setup)
{
super();
factory = services.get(Factory.class);
ship = services.get(ShipUpdater.class);
}
示例11: ShipControllerPc
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create a PC ship controller.
*
* @param services The services reference.
* @param setup The setup reference.
*/
public ShipControllerPc(Services services, Setup setup)
{
super();
context = services.get(Context.class);
mouse = services.get(Mouse.class);
camera = services.get(Camera.class);
}
示例12: Ship
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create ship.
*
* @param services The services reference.
* @param setup The setup reference.
*/
public Ship(Services services, Setup setup)
{
super();
this.services = services;
viewer = services.get(Viewer.class);
y = UtilRandom.getRandomInteger(RANDOM_Y);
follow = UtilRandom.getRandomBoolean();
}
示例13: ShipUpdater
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create a ship renderer.
*
* @param services The services reference.
* @param setup The setup reference.
*/
ShipUpdater(Services services, Setup setup)
{
super();
context = services.get(Context.class);
sequence = services.get(Sequencer.class);
factory = services.get(Factory.class);
handler = services.get(Handler.class);
camera = services.get(Camera.class);
shieldIncTick.start();
}
示例14: Hud
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create HUD.
*
* @param services The services reference.
*/
public Hud(Services services)
{
super();
camera = services.get(Camera.class);
map = services.get(MapTile.class);
surface.load();
surface.prepare();
surface.setLocation(0.0, services.get(Viewer.class).getHeight() - surface.getHeight());
shipUpdater = services.get(ShipUpdater.class);
ship = shipUpdater.getFeature(ShipModel.class);
shield.setLocation(4, 305);
shield.setColor(ColorRgba.BLACK, ColorRgba.BLUE);
armor.setLocation(4, 342);
armor.setColor(ColorRgba.BLACK, BROWN);
energy.setLocation(100, 303);
energy.setColorBackground(ColorRgba.BLACK);
energy.setColorGradient(ColorRgba.RED, ColorRgba.YELLOW);
levelFront.setLocation(190, 319);
levelFront.setColorBackground(ColorRgba.BLACK);
levelFront.setColorGradient(ColorRgba.YELLOW, ColorRgba.RED);
levelRear.setLocation(190, 335);
levelRear.setColorBackground(ColorRgba.BLACK);
levelRear.setColorGradient(ColorRgba.YELLOW, ColorRgba.RED);
progress.setLocation(73, 302);
progress.setColorGradient(ColorRgba.GREEN, ColorRgba.RED);
}
示例15: World
import com.b3dgs.lionengine.game.Services; //导入方法依赖的package包/类
/**
* Create the world.
*
* @param context The context reference.
* @param services The services reference.
*/
public World(Context context, Services services)
{
super(context, services);
final Resolution source = context.getConfig().getSource();
camera.setView(VIEW_X, VIEW_Y, source.getWidth() - VIEW_X, source.getHeight() - VIEW_Y, source.getHeight());
handler.addComponent(new ComponentCollision());
map.addFeature(new MapTileViewerModel(services));
map.addFeature(new MapTilePersisterModel(services));
map.addFeature(new MapTileGroupModel());
map.addFeature(new MapTilePathModel(services));
handler.add(map);
final Hud hud = factory.create(Medias.create("Hud.xml"));
handler.add(hud);
final Selector selector = services.get(Selector.class);
selector.addFeature(new LayerableModel(Constant.LAYER_SELECTION, Constant.LAYER_SELECTION_RENDER));
selector.setClickableArea(camera);
selector.setSelectionColor(ColorRgba.GREEN);
selector.setClickSelection(Mouse.LEFT);
selector.getFeature(Collidable.class).addAccept(Constant.LAYER_ENTITY);
text.setLocation(TEXT_X, TEXT_Y);
text.setColor(TEXT_COLOR);
services.add(Integer.valueOf(source.getRate()));
}