本文整理汇总了Java中com.badlogic.gdx.utils.Array.clear方法的典型用法代码示例。如果您正苦于以下问题:Java Array.clear方法的具体用法?Java Array.clear怎么用?Java Array.clear使用的例子?那么恭喜您, 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.utils.Array
的用法示例。
在下文中一共展示了Array.clear方法的9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: unregisterAll
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
/**删除指定名称下所有的事件 */
public boolean unregisterAll(String event) {
Array<StructEvent> events = eventMap.get(event);
if(events == null) {
BaseLog.warning(TAG, "event not found : " + event);
return false;
}
events.clear();
eventMap.remove(event);
return true;
}
示例2: Hero
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
public Hero(World world, PlayScreen screen) {
super(screen.getAtlas().findRegion("dudeRun4"));
this.world = world;
currentState = State.STANDING;
previousState = State.STANDING;
stateTimer = 0;
runningRight = true;
isLanded = true;
this.playScreen = screen;
Array<TextureRegion> frames = new Array<TextureRegion>();
//running animation
for (int i = 1; i < 5; i++) {
frames.add(new TextureRegion(getTexture(), i * 53, 2, 40, 60));
}
heroRun = new Animation(0.1f, frames);
frames.clear();
//climbing animation
for (int i = 6; i < 9; i++) {
frames.add(new TextureRegion(getTexture(), i * 53, 2, 40, 60));
}
heroClimb = new Animation(0.1f, frames);
defineHero();
//determines size and starting position of standing on spritesheet
heroStand = new TextureRegion(getTexture(), 2, 2, 40, 60);
setBounds(0, 0, 40 / NoObjectionGame.PPM, 60 / NoObjectionGame.PPM);
setRegion(heroStand);
}
示例3: act
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
@Override
public void act(float delta) {
super.act(delta);
for (int i = 0; i < cell_arrays.size; i++) {
Array<MapTile> tile_array = cell_arrays.get(i);
for (int j = 0; j < tile_array.size; j++) {
tile_pool.free(tile_array.get(j));
}
tile_array.clear();
}
getTCAPool().freeAll(cell_arrays);
cell_arrays.clear();
}
示例4: unloadFonts
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
public void unloadFonts() {
Array<BitmapFont> fvalues = fonts.values().toArray();
AssetManager am = game.getAssetManager();
unload_helper.clear();
for (int i = 0; i < fvalues.size; i++) {
unload_helper.add(fvalues.get(i).getData().fontFile.path());
}
fvalues.clear();
for (int i = 0; i < unload_helper.size; i++) {
am.unload(unload_helper.get(i));
}
}
示例5: update
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
/** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
* box's polygon.
* @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
* SkeletonBounds AABB methods will always return true. */
public void update (Skeleton skeleton, boolean updateAabb) {
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
Array<BoundingBoxAttachment> boundingBoxes = this.boundingBoxes;
Array<FloatArray> polygons = this.polygons;
Array<Slot> slots = skeleton.slots;
int slotCount = slots.size;
boundingBoxes.clear();
polygonPool.freeAll(polygons);
polygons.clear();
for (int i = 0; i < slotCount; i++) {
Slot slot = slots.get(i);
Attachment attachment = slot.attachment;
if (attachment instanceof BoundingBoxAttachment) {
BoundingBoxAttachment boundingBox = (BoundingBoxAttachment)attachment;
boundingBoxes.add(boundingBox);
FloatArray polygon = polygonPool.obtain();
polygons.add(polygon);
boundingBox.computeWorldVertices(slot, polygon.setSize(boundingBox.getWorldVerticesLength()));
}
}
if (updateAabb)
aabbCompute();
else {
minX = Integer.MIN_VALUE;
minY = Integer.MIN_VALUE;
maxX = Integer.MAX_VALUE;
maxY = Integer.MAX_VALUE;
}
}
示例6: dispatchTouchEvent
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
/** Touch event needs to be processed different with other events since it needs support ALL_AT_ONCE and ONE_BY_NONE mode. */
public void dispatchTouchEvent(EventTouch event) {
sortEventListeners(EventListenerTouchOneByOne.LISTENER_ID);
sortEventListeners(EventListenerTouchAllAtOnce.LISTENER_ID);
EventListenerVector oneByOneListeners = getListeners(EventListenerTouchOneByOne.LISTENER_ID);
EventListenerVector allAtOnceListeners = getListeners(EventListenerTouchAllAtOnce.LISTENER_ID);
// If there aren't any touch listeners, return directly.
if (null == oneByOneListeners && null == allAtOnceListeners) {return;}
boolean isNeedsMutableSet = (oneByOneListeners != null && allAtOnceListeners != null);
final Array<Touch> originalTouches = event.getTouches();
//TODO stack
_poolTouchArray.clear();
Array<Touch> mutableTouches = _poolTouchArray;
mutableTouches.clear();
mutableTouches.addAll(originalTouches);
//
// process the target handlers 1st
//
if (oneByOneListeners != null) {
int mutableTouchesIter = 0;
int touchesIter = 0;
for (; touchesIter < originalTouches.size; ++touchesIter)
{
boolean isSwallowed = false;
Touch currTouch = originalTouches.get(touchesIter);
//
onTouchEvent.init(event, currTouch, isNeedsMutableSet, isSwallowed,
mutableTouches, mutableTouchesIter);
dispatchTouchEventToListeners(oneByOneListeners, onTouchEvent);
isSwallowed = onTouchEvent.isSwallowed;
mutableTouchesIter = onTouchEvent.mutableTouchesIter;
if (event.isStopped()) {return;}
if (!isSwallowed) {++mutableTouchesIter;}
}
}
//
// process standard handlers 2nd
//
if (allAtOnceListeners != null && mutableTouches.size > 0) {
onTouchesEvent.init(event, mutableTouches);
dispatchTouchEventToListeners(allAtOnceListeners, onTouchesEvent);
if (event.isStopped()) {return;}
}
updateListeners(event);
}
示例7: main
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
public static void main(String[] args) {
QuadTree qt = new QuadTreeV2();
for(int i = 0; i <50; ++i) {
for(int j = 0; j < 50; ++j) {
qt.addObject(createQuadTreeObject(0 + 12 * i, 0 + 12 * j));
}
}
// qt.addObject(createQuadTreeObject(-50,0));
// qt.addObject(createQuadTreeObject(-40,0));
// qt.addObject(createQuadTreeObject(-30,0));
// qt.addObject(createQuadTreeObject(-20,0));
// qt.addObject(createQuadTreeObject(-10,0));
// qt.addObject(createQuadTreeObject(0,0));
// qt.addObject(createQuadTreeObject(10,0));
// qt.addObject(createQuadTreeObject(20,0));
// qt.addObject(createQuadTreeObject(30,0));
// qt.addObject(createQuadTreeObject(40,0));
//
// qt.addObject(createQuadTreeObject(10,-20));
// qt.addObject(createQuadTreeObject(20,20));
// qt.addObject(createQuadTreeObject(30,20));
// qt.addObject(createQuadTreeObject(40,20));
qt.build();
// qt.visit();
// if(true) return;
Array<IQuadTreeObject> ret = new Array<IQuadTreeObject>(256);
Rectangle rect = new Rectangle(200, 100, 100, 80);
//ʮ���IJ�����ѯ
long time = 0;
int n = 1000;
//ʮ�����Բ�ѯ
// time = System.nanoTime();
// for(int i = 0; i < n; i++) {
// qt.slowQuery(rect, ret);
// if(i < n-1) {
// ret.clear();
// }
// }
// System.out.println("���Բ�ѯ���� ��� = " + ret.size + " ʱ�� = " + (System.nanoTime() - time));
//
time = System.currentTimeMillis();
for(int i = 0; i < n; i++) {
qt.query(rect, ret);
if(i < n-1) {
ret.clear();
}
}
System.out.println("�IJ���2��ѯ���� ��� = " + ret.size +
" ʱ�� = " + (System.currentTimeMillis() - time));
// System.out.println("�IJ���2��ѯ���� ��� = " + ret.size +
// " ʱ�� = " + (System.nanoTime() - time)/1000);
ret.clear();
}
示例8: main
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
public static void main(String[] args) {
QuadTree qt = new QuadTree();
for(int i = 0; i <50; ++i) {
for(int j = 0; j < 50; ++j) {
qt.addObject(createQuadTreeObject(0 + 12 * i, 0 + 12 * j));
}
}
// qt.addObject(createQuadTreeObject(-50,0));
// qt.addObject(createQuadTreeObject(-40,0));
// qt.addObject(createQuadTreeObject(-30,0));
// qt.addObject(createQuadTreeObject(-20,0));
// qt.addObject(createQuadTreeObject(-10,0));
// qt.addObject(createQuadTreeObject(0,0));
// qt.addObject(createQuadTreeObject(10,0));
// qt.addObject(createQuadTreeObject(20,0));
// qt.addObject(createQuadTreeObject(30,0));
// qt.addObject(createQuadTreeObject(40,0));
//
// qt.addObject(createQuadTreeObject(10,-20));
// qt.addObject(createQuadTreeObject(20,20));
// qt.addObject(createQuadTreeObject(30,20));
// qt.addObject(createQuadTreeObject(40,20));
qt.build();
// qt.visit();
// if(true) return;
Array<IQuadTreeObject> ret = new Array<IQuadTreeObject>(256);
Rectangle rect = new Rectangle(200, 100, 100, 80);
//ʮ���IJ�����ѯ
long time = 0;
int n = 1000;
//ʮ�����Բ�ѯ
// time = System.nanoTime();
// for(int i = 0; i < n; i++) {
// qt.slowQuery(rect, ret);
// if(i < n-1) {
// ret.clear();
// }
// }
// System.out.println("���Բ�ѯ���� ��� = " + ret.size + " ʱ�� = " + (System.nanoTime() - time));
time = System.currentTimeMillis();
for(int i = 0; i < n; i++) {
qt.query(rect, ret);
if(i < n-1) {
ret.clear();
}
}
System.out.println("�IJ�����ѯ���� ��� = " + ret.size +
" ʱ�� = " + (System.currentTimeMillis() - time));
ret.clear();
}
示例9: getSprites
import com.badlogic.gdx.utils.Array; //导入方法依赖的package包/类
Array<AtlasRegion> getSprites(Tile tile) {
Array<AtlasRegion> sprites = new Array<>();
/*
Steps:
- get a list of the different tile types around the given tile, ordered according to the z index.
- remove all types from the list that are at or below the given tile's z index.
- iterate through each type, looking for the following:
- find all overlap situations that the other type matches, and add that type's overlap sprite(s) to the list of sprites to render
*/
TileType[] aroundTiles = new TileType[9];
TreeSet<TileType> types = new TreeSet<>(TileType.tileSorter);
int i = 0;
for(int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
Tile oTile = tile.getLevel().getTile(tile.x + x, tile.y + y);
if(oTile != null) {
aroundTiles[i] = useSurface ? oTile.getSurfaceType() : oTile.getGroundType();
if(aroundTiles[i] != null && aroundTiles[i].getProp(OverlapProperty.class).overlaps)
types.add(aroundTiles[i]);
}
i++;
}
}
types.removeIf(tileType -> TileType.tileSorter.compare(tileType, this.tileType) <= 0);
Array<Integer> indexes = new Array<>();
for(TileType type: types) {
indexes.clear();
int[] bits = new int[4];
if(aroundTiles[1] == type) bits[0] = 1;
if(aroundTiles[5] == type) bits[1] = 1;
if(aroundTiles[7] == type) bits[2] = 1;
if(aroundTiles[3] == type) bits[3] = 1;
int total = 4, value = 1;
for(int num: bits) {
total += num * value;
value *= 2;
}
indexes.add(total);
if(aroundTiles[2] == type && bits[0] == 0 && bits[1] == 0) indexes.add(0);
if(aroundTiles[8] == type && bits[1] == 0 && bits[2] == 0) indexes.add(1);
if(aroundTiles[6] == type && bits[2] == 0 && bits[3] == 0) indexes.add(2);
if(aroundTiles[0] == type && bits[3] == 0 && bits[0] == 0) indexes.add(3);
for(Integer idx: indexes)
sprites.add(type.getProp(AnimationProperty.class).getSprite(idx, true, tile));
}
return sprites;
}