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Java MathUtils.random方法代码示例

本文整理汇总了Java中com.badlogic.gdx.math.MathUtils.random方法的典型用法代码示例。如果您正苦于以下问题:Java MathUtils.random方法的具体用法?Java MathUtils.random怎么用?Java MathUtils.random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com.badlogic.gdx.math.MathUtils的用法示例。


在下文中一共展示了MathUtils.random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: updateTimer

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
@Override
	public boolean updateTimer(){
		if(!running){
			return false;
		}
		final long currentTime = BaseTimer.getEngineTime();
		if(currentTime > nextTime){
//			nextInterval();
			//�������
			long interval = MathUtils.random(start, end);
//			currentiInterval = MathUtils.random(intervals.length - 1);
			nextTime = currentTime + interval; // + intervals[currentiInterval];
			return true;
		}
		return false;
	}
 
开发者ID:mingwuyun,项目名称:cocos2d-java,代码行数:17,代码来源:BaseRandTimer.java

示例2: calculateShake

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
private boolean calculateShake(float delta) {
	if (shake_duration > 0) {
		LayerCamera cam = getCam();
		float current_strength = (shake_strength / cam.getZoom())
				* ((shake_duration - shake_elapsed) / shake_duration);
		float x = (MathUtils.random() - .5f) * 2 * current_strength;
		float y = (MathUtils.random() - .5f) * 2 * current_strength;

		cam.setPosition(obj_check.x-x,obj_check.y-y);
		if (shake_elapsed >= shake_duration) {
			shake_duration = 0;
			shake_strength = 0;
			shake_elapsed = 0;
			obj_check.set(prev_pos.x, prev_pos.y);
			prev_pos.set(Float.NaN, Float.NaN);
		}
		
		shake_elapsed += delta;
		return true;
	}
	return false;
}
 
开发者ID:kyperbelt,项目名称:KyperBox,代码行数:23,代码来源:GameCameraSystem.java

示例3: part4

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public void part4() {
	if (flag4) {
		flag4 = false;
		existTime = 0;
		moveBasic.velocity.set(0, 0);
		moveBasic.acc.set(0, 0);
		Entity.postUpdate.add(() -> { GameHelper.clearEnemyBullets(); });
	}
	if (existTime > 60) {
		for (int i=0; i<2; i++)
		{
			final int c = MathUtils.random(3);
			final Entity proj = BaseProjectile.Create(transform.position.cpy(), BulletType.FormCircleS, color4s[c]);
			final ImageRenderer renderer = proj.GetComponent(ImageRenderer.class);
			proj.AddComponent(new EnemyJudgeCircle(5));
			proj.AddComponent(new LambdaComponent(() -> {
				renderer.image.setColor(1, 1, 1, alpha4s[c]);
			}, 5));
			proj.AddComponent(new MoveBasic(new Vector2(1, 0).rotate(MathUtils.random(360f)).scl(MathUtils.random(2f, 7f))));
		}
	}
	if (existTime % 20 == 0) {
		for (int i=0; i<4; i++)
			alpha4s[i] = MathUtils.randomBoolean() || alpha4s[i] < 0.4f ? 0.88f : 0.12f;
	}
}
 
开发者ID:cn-s3bit,项目名称:TH902,代码行数:27,代码来源:AIS1LLastBoss.java

示例4: nextInterval

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
final void nextInterval(){
	switch(type) {
	case ORDER_DELAY_LOOP:
		if(++currentiInterval >= intervals.length){
			currentiInterval = 0;
		}
		break;
	case RANDOM:
		currentiInterval = MathUtils.random(intervals.length - 1);
		break;
	}
}
 
开发者ID:mingwuyun,项目名称:cocos2d-java,代码行数:13,代码来源:BaseTimer.java

示例5: updateNextTime

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
@Override
	/**ʹnextTimeָ����ȷ��ʱ�� */
	public final void updateNextTime() {
		long interval = MathUtils.random(start, end);
		nextTime = BaseTimer.getEngineTime() + interval; // + intervals[currentiInterval];		
//		nextTime = System.currentTimeMillis() + intervals[currentiInterval];
	}
 
开发者ID:mingwuyun,项目名称:cocos2d-java,代码行数:8,代码来源:BaseRandTimer.java

示例6: updateWorldVertices

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public float[] updateWorldVertices (Slot slot, boolean premultipliedAlpha) {
	if (regions == null) throw new IllegalStateException("Regions have not been set: " + this);

	int frameIndex = (int)(slot.getAttachmentTime() / frameTime);
	switch (mode) {
	case forward:
		frameIndex = Math.min(regions.length - 1, frameIndex);
		break;
	case forwardLoop:
		frameIndex = frameIndex % regions.length;
		break;
	case pingPong:
		frameIndex = frameIndex % (regions.length << 1);
		if (frameIndex >= regions.length) frameIndex = regions.length - 1 - (frameIndex - regions.length);
		break;
	case random:
		frameIndex = MathUtils.random(regions.length - 1);
		break;
	case backward:
		frameIndex = Math.max(regions.length - frameIndex - 1, 0);
		break;
	case backwardLoop:
		frameIndex = frameIndex % regions.length;
		frameIndex = regions.length - frameIndex - 1;
		break;
	}
	setRegion(regions[frameIndex]);

	return super.updateWorldVertices(slot, premultipliedAlpha);
}
 
开发者ID:laurencegw,项目名称:jenjin,代码行数:31,代码来源:RegionSequenceAttachment.java

示例7: update

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public void update(float delta) {
	int tilesToUpdate = (int) (percentTilesUpdatedPerSecond * width*height * delta);
	
	for(int i = 0; i < tilesToUpdate; i++) {
		int x = MathUtils.random(width-1);
		int y = MathUtils.random(height-1);
		tiles[x][y].update(delta);
	}
	
	//System.out.println("entities tracked: " + entities);
	
	// update entities
	Entity[] entities = this.entities.toArray(new Entity[this.entities.size()]);
	for(Entity e: entities)
		e.update(delta);
	
	/*synchronized (entitiesToAdd) {
		for (Entity e : entitiesToAdd) {
			for (Level level : levels)
				level.entities.remove(e);
			entities.add(e);
			e.addedToLevel(this);
		}
		
		entitiesToAdd.clear();
	}
	
	synchronized (entitiesToRemove) {
		for (Entity e : entitiesToRemove)
			entities.remove(e);
		entitiesToRemove.clear();
	}*/
}
 
开发者ID:chrisj42,项目名称:miniventure,代码行数:34,代码来源:Level.java

示例8: process

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
@Override
public void process(CellDecorator c, float delta) {
    final float temperature = c.mask().temperature;
    if ( temperature > 0 && MathUtils.random(100) < temperature ) {
        c.setNextType(PlanetCell.CellType.WATER);
    }
}
 
开发者ID:DaanVanYperen,项目名称:odb-little-fortune-planet,代码行数:8,代码来源:IceCellSimulator.java

示例9: generateRandomBytes

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
private byte[] generateRandomBytes(int length) {
    byte[] ret = new byte[length];
    for (int i = 0; i < length; i++) {
        ret[i] = (byte) MathUtils.random(Byte.MIN_VALUE, Byte.MAX_VALUE);
    }
    return ret;
}
 
开发者ID:akivamu,项目名称:libgdx-crypt-texture,代码行数:8,代码来源:TestSimpleXorCrypto.java

示例10: getRandomEffect

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public IEffect getRandomEffect() {
    if (effects.size == 0) return null;
    int random = MathUtils.random(0, effects.size - 1);
    try {
        return effects.get(random).newInstance();
    } catch (Exception e) {
        throw new RuntimeException(e);
    }
}
 
开发者ID:ezet,项目名称:penguins-in-space,代码行数:10,代码来源:EffectFactory.java

示例11: WeakEnemy

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public WeakEnemy(int choiceToMove, float xOffset, float yOffset)
{
    health = 4;
    this.choiceToMove = choiceToMove;
    posX = xOffset;
    posY = Gdx.graphics.getHeight() + 50 + yOffset;
    texture = AssetLoader.assetManager.get("weakenemy.png", Texture.class);
    sprite = new Sprite(texture);
    sprite.setOriginCenter();
    sprite.setRotation(180);
    sprite.setPosition(posX, posY);
    delayWithAttack = MathUtils.random(70f)+ 50f;
    delay = delayWithAttack;

    switch(choiceToMove)
    {
        case 0:
            posX = -30 + xOffset;
            bulletType = BulletType.ROCKET;
            break;
        case 1:
            posX = Gdx.graphics.getWidth() + 30 + xOffset;
            bulletType = BulletType.ION;
            break;
        case 2:
            posX = Gdx.graphics.getWidth() / 2 + xOffset;
            bulletType = BulletType.ROCKET;
            break;
        case 3:
            posX = Gdx.graphics.getWidth() / 2 + xOffset;
            bulletType = BulletType.ION;
            break;
    }
}
 
开发者ID:UdealInferno,项目名称:Parasites-of-HellSpace,代码行数:35,代码来源:WeakEnemy.java

示例12: push

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
private void push (T insertKey, int index1, T key1, int index2, T key2, int index3, T key3) {
	T[] keyTable = this.keyTable;
	int mask = this.mask;

	// Push keys until an empty bucket is found.
	T evictedKey;
	int i = 0, pushIterations = this.pushIterations;
	do {
		// Replace the key and value for one of the hashes.
		switch (MathUtils.random(2)) {
		case 0:
			evictedKey = key1;
			keyTable[index1] = insertKey;
			break;
		case 1:
			evictedKey = key2;
			keyTable[index2] = insertKey;
			break;
		default:
			evictedKey = key3;
			keyTable[index3] = insertKey;
			break;
		}

		// If the evicted key hashes to an empty bucket, put it there and stop.
		int hashCode = evictedKey.hashCode();
		index1 = hashCode & mask;
		key1 = keyTable[index1];
		if (key1 == null) {
			keyTable[index1] = evictedKey;
			if (size++ >= threshold) resize(capacity << 1);
			return;
		}

		index2 = hash2(hashCode);
		key2 = keyTable[index2];
		if (key2 == null) {
			keyTable[index2] = evictedKey;
			if (size++ >= threshold) resize(capacity << 1);
			return;
		}

		index3 = hash3(hashCode);
		key3 = keyTable[index3];
		if (key3 == null) {
			keyTable[index3] = evictedKey;
			if (size++ >= threshold) resize(capacity << 1);
			return;
		}

		if (++i == pushIterations) break;

		insertKey = evictedKey;
	} while (true);

	addStash(evictedKey);
}
 
开发者ID:Guerra24,项目名称:NanoUI,代码行数:58,代码来源:ObjectSet.java

示例13: init

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
private void init() {
	
	// Music
	musicManager = playState.getGSM().getGame().getMusicManager();
	musicManager.addMusic(bossMusic, bossMusicName);
	
	// sound
	soundManager = playState.getGSM().getGame().getSoundManager();
	soundManager.addSound(bossSoundFilePath, bossSoundName);
	soundManager.addSound(bossSpawnSoundFilePath, bossSpawnSoundName);

	// Start Graphics
	filePath = "data/spaceships/samushipboss.png";
	frameLengthTime = 1f / 2f;
	enemyBossSprite = new Animator(3, 4, filePath, 3, 4, frameLengthTime);

	// Set Wing Booleans
	isLeftWingDead = false;
	isRightWingDead = false;
	isMiddleInvincible = true;
	isDead = false;
	bossBulletDamage = -20;
	randomAttackCooldown = MathUtils.random(200, 800);
	randomAttackCooldownLeft = MathUtils.random(400, 1000);
	randomAttackCooldownRight = MathUtils.random(400, 1000);

	// HP
	leftWingHealth = 1500;
	rightWingHealth = 1500;
	healthbar = 3000;

	// Dimension Size
	width = 196;
	height = 107;

	// Hit Boxes | 0 = left, 1 = center, 2 = right
	// We should probably store the values of these numbers in an array for the
	// extra dimensions next time so we can efficiently loop it
	// Might need to find a better algorithm for this
	bossHitBoxes = new Rectangle[3];
	bossHitBoxes[0] = new Rectangle(x, y, 48, height);
	bossHitBoxes[1] = new Rectangle(x + 49, y + 27, 98, 75);
	bossHitBoxes[2] = new Rectangle(x + 148, y, 48, height);

	// Start Timer
	timeSinceBattleBegan = TimeUtils.millis();
	bulletCooldownLeft = TimeUtils.millis();
	bulletCooldownRight = TimeUtils.millis();
	leftWingExplosionTimer = TimeUtils.millis();
	rightWingExplosionTimer = TimeUtils.millis();
	bossDeathExplosionTimer = TimeUtils.millis();

	// Graphics Explosion Counter
	rightWingExplosionCounter = 0;
	leftWingExplosionCounter = 0;
	bossDeathExplosionCounter = 0;

}
 
开发者ID:ja-brouil,项目名称:StarshipFighters,代码行数:59,代码来源:SamusShipBoss.java

示例14: resetPosition

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
void resetPosition() {
	position.y = 0;
	position.x = MathUtils.random(Gdx.graphics.getWidth());
}
 
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:5,代码来源:Drop.java

示例15: triggerSprinkler

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
private void triggerSprinkler(E e) {
    for (int i = 0; i < MathUtils.random(1, 2); i++) {
        sand(e.posX() + MathUtils.random(0, e.boundsMaxx()), e.posY(), -90 + MathUtils.random(-2, 2), MathUtils.random(10, 40));
    }
}
 
开发者ID:DaanVanYperen,项目名称:odb-artax,代码行数:6,代码来源:ParticleSystem.java


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