本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.ParticleEffect.update方法的典型用法代码示例。如果您正苦于以下问题:Java ParticleEffect.update方法的具体用法?Java ParticleEffect.update怎么用?Java ParticleEffect.update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.gdx.graphics.g2d.ParticleEffect
的用法示例。
在下文中一共展示了ParticleEffect.update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: act
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void act(float delta){
battleTimer = (battleTimer + delta)%60;
if( damageValLabel.isVisible() && damageValLabel.getY() < this.getHeight()){
damageValLabel.setY(damageValLabel.getY()+5);
}
if( battleShakeCam != null && battleShakeCam.isCameraShaking() ){
Vector2 shakeCoords = battleShakeCam.getNewShakePosition();
_image.setPosition(shakeCoords.x, shakeCoords.y);
}
for( int i = 0; i < _effects.size; i++){
ParticleEffect effect = _effects.get(i);
if( effect == null ) continue;
if( effect.isComplete() ){
_effects.removeIndex(i);
effect.dispose();
}else{
effect.update(delta);
}
}
super.act(delta);
}
示例2: addParticleEffectActuator
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public ActuatorEntity addParticleEffectActuator(ParticleEffect effect,
boolean autoStart, float locaPosX, float locaPosY) {
ParticleEffectActuator component = (ParticleEffectActuator) recoverComponent(ActuatorComponentsLookup.ParticleEffectActuator);
if (component == null) {
component = new ParticleEffectActuator(effect, autoStart, locaPosX,
locaPosY);
} else {
component.particleEffect = effect;
component.actuator = (indexOwner) -> {
GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
RigidBody rc = owner.getRigidBody();
Transform transform = rc.body.getTransform();
effect.setPosition(transform.getPosition().x + locaPosX,
transform.getPosition().y + locaPosY);
effect.update(Gdx.graphics.getDeltaTime());
if (autoStart && effect.isComplete())
effect.start();
};
}
addComponent(ActuatorComponentsLookup.ParticleEffectActuator, component);
return this;
}
示例3: replaceParticleEffectActuator
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public ActuatorEntity replaceParticleEffectActuator(ParticleEffect effect,
boolean autoStart, float locaPosX, float locaPosY) {
ParticleEffectActuator component = (ParticleEffectActuator) recoverComponent(ActuatorComponentsLookup.ParticleEffectActuator);
if (component == null) {
component = new ParticleEffectActuator(effect, autoStart, locaPosX,
locaPosY);
} else {
component.particleEffect = effect;
component.actuator = (indexOwner) -> {
GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
RigidBody rc = owner.getRigidBody();
Transform transform = rc.body.getTransform();
effect.setPosition(transform.getPosition().x + locaPosX,
transform.getPosition().y + locaPosY);
effect.update(Gdx.graphics.getDeltaTime());
if (autoStart && effect.isComplete())
effect.start();
};
}
replaceComponent(ActuatorComponentsLookup.ParticleEffectActuator,
component);
return this;
}
示例4: process
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
protected void process (int entityId) {
VisParticle particle = particleCm.get(entityId);
Transform transform = transformCm.get(entityId);
ParticleEffect effect = particle.getEffect();
if (transform.isDirty()) {
particle.updateValues(transform.getX(), transform.getY());
}
if (ignoreActive || particle.isActiveOnStart())
effect.update(world.delta);
effect.draw(batch);
if (effect.isComplete())
effect.reset();
}
示例5: draw
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public static void draw() {
GameMain.instance.activeStage.getBatch().begin();
for (ParticleEffect particleEffect : effects) {
particleEffect.draw(GameMain.instance.activeStage.getBatch());
particleEffect.update(Gdx.graphics.getDeltaTime());
}
GameMain.instance.activeStage.getBatch().end();
}
示例6: ParticleEffectActuator
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public ParticleEffectActuator(ParticleEffect effect, boolean autoStart, float locaPosX, float locaPosY) {
this.particleEffect = effect;
this.actuator = (indexOwner)-> {
GameEntity owner = Indexed.getInteractiveEntity(indexOwner);
RigidBody rc = owner.getRigidBody();
Transform transform = rc.body.getTransform();
effect.setPosition(transform.getPosition().x + locaPosX, transform.getPosition().y + locaPosY);
effect.update(Gdx.graphics.getDeltaTime());
if(autoStart && effect.isComplete()) effect.start();
};
}
示例7: update
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void update(float deltaTime) {
super.update(deltaTime);
renderQueue.sort(comparator);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
for (View view : renderQueue) {
if (view.tint != null) {
batch.setColor(view.tint);
} else {
batch.setColor(Color.WHITE);
}
batch.getColor().a = view.opacity;
if (view instanceof ParticleEffectView) {
ParticleEffect effect = ((ParticleEffectView) view).effect;
effect.setPosition(view.position.x, view.position.y);
effect.update(deltaTime);
if (((ParticleEffectView) view).autoStart) {
effect.start();
((ParticleEffectView) view).autoStart = false;
}
effect.draw(batch);
} else if (TextureView.class.isAssignableFrom(view.getClass())) {
TextureView textureView = (TextureView) view;
if(textureView.textureRegion != null) {
processTextureFlip(textureView);
float originX = textureView.width * 0.5f;
float originY = textureView.height * 0.5f;
batch.draw(textureView.textureRegion, textureView.position.x - originX, textureView.position.y - originY,
originX, originY, textureView.width, textureView.height, 1, 1, textureView.rotation);
}
// Gdx.app.log("RederingSystem", "texture width " + textureView.width + " height " + textureView.height
// + " texture position " + textureView.position);
}
}
debugDrawUI();
batch.end();
renderQueue.clear();
debugDrawWorld();
}