本文整理汇总了Java中com.badlogic.ashley.core.PooledEngine.addEntity方法的典型用法代码示例。如果您正苦于以下问题:Java PooledEngine.addEntity方法的具体用法?Java PooledEngine.addEntity怎么用?Java PooledEngine.addEntity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.badlogic.ashley.core.PooledEngine
的用法示例。
在下文中一共展示了PooledEngine.addEntity方法的7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: handle
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的package包/类
@Override
public void handle(PooledEngine engine, Entity controlledEntity) {
IdComponent idComponent = idMapper.get(controlledEntity);
for (int i = 0; i < numBullets; ++i) {
Entity bullet = entityFactory.createBullet(idComponent.participantId);
TransformComponent playerPosition = ComponentMappers.transformMapper.get(controlledEntity);
TransformComponent bulletPosition = bullet.getComponent(TransformComponent.class);
bulletPosition.position.set(playerPosition.position);
MovementComponent bulletMovement = bullet.getComponent(MovementComponent.class);
float rotation = spreadDegrees * numBullets / 2 - i * spreadDegrees;
bulletMovement.velocity.set(playerPosition.rotation).rotate(rotation).setLength(bulletSpeed);
engine.addEntity(bullet);
}
}
示例2: handle
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的package包/类
@Override
public void handle(PooledEngine engine, Entity controlledEntity) {
IdComponent idComponent = idMapper.get(controlledEntity);
Entity bullet = factory.createBomb(idComponent.participantId);
TransformComponent playerPosition = ComponentMappers.transformMapper.get(controlledEntity);
TransformComponent bulletPosition = bullet.getComponent(TransformComponent.class);
bulletPosition.position.set(playerPosition.position);
engine.addEntity(bullet);
}
示例3: handle
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的package包/类
@Override
public void handle(PooledEngine engine, Entity controlledEntity) {
IdComponent idComponent = idMapper.get(controlledEntity);
Entity bullet = factory.createMissile(idComponent.participantId);
TransformComponent playerTransform = ComponentMappers.transformMapper.get(controlledEntity);
TransformComponent bulletTransform = bullet.getComponent(TransformComponent.class);
bulletTransform.position.set(playerTransform.position);
bulletTransform.rotation.set(playerTransform.rotation);
MovementComponent bulletMovement = bullet.getComponent(MovementComponent.class);
bulletMovement.velocity.set(playerTransform.rotation).setLength(BULLET_SPEED);
engine.addEntity(bullet);
}
示例4: main
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的package包/类
public static void main (String[] args) {
PooledEngine engine = new PooledEngine();
MovementSystem movementSystem = new MovementSystem();
PositionSystem positionSystem = new PositionSystem();
engine.addSystem(movementSystem);
engine.addSystem(positionSystem);
Listener listener = new Listener();
engine.addEntityListener(listener);
for (int i = 0; i < 10; i++) {
Entity entity = engine.createEntity();
entity.add(new PositionComponent(10, 0));
if (i > 5) entity.add(new MovementComponent(10, 2));
engine.addEntity(entity);
}
log("MovementSystem has: " + movementSystem.entities.size() + " entities.");
log("PositionSystem has: " + positionSystem.entities.size() + " entities.");
for (int i = 0; i < 10; i++) {
engine.update(0.25f);
if (i > 5) engine.removeSystem(movementSystem);
}
engine.removeEntityListener(listener);
}
示例5: create
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的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6: main
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的package包/类
public static void main(String[] args) {
PooledEngine engine = new PooledEngine();
MovementSystem movementSystem = new MovementSystem();
PositionSystem positionSystem = new PositionSystem();
engine.addSystem(movementSystem);
engine.addSystem(positionSystem);
Listener listener = new Listener();
engine.addEntityListener(listener);
for (int i = 0; i < 10; i++) {
Entity entity = engine.createEntity();
entity.add(new PositionComponent(10, 0));
if (i > 5) {
entity.add(new MovementComponent(10, 2));
}
engine.addEntity(entity);
}
log("MovementSystem has: " + movementSystem.entities.size() + " entities.");
log("PositionSystem has: " + positionSystem.entities.size() + " entities.");
for (int i = 0; i < 10; i++) {
engine.update(0.25f);
if (i > 5) {
engine.removeSystem(movementSystem);
}
}
engine.removeEntityListener(listener);
}
示例7: create
import com.badlogic.ashley.core.PooledEngine; //导入方法依赖的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);
}
}