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Java Array類代碼示例

本文整理匯總了Java中com.badlogic.gdx.utils.Array的典型用法代碼示例。如果您正苦於以下問題:Java Array類的具體用法?Java Array怎麽用?Java Array使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


Array類屬於com.badlogic.gdx.utils包,在下文中一共展示了Array類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: removeListenerInVector

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
private boolean removeListenerInVector(Array<EventListener> listeners, EventListener listener) {
	if(listeners == null) {return false;}
	
	for(int i = listeners.size - 1; i >= 0; --i) {
		EventListener l = listeners.get(i);
		if(l == listener) {
			l.setRegistered(false);
			if(l.getAssociatedNode() != null) {
				dissociateNodeAndEventListener(l.getAssociatedNode(), l);
				l.setAssociatedNode(null);
			}
			if(_inDispatch <= 0) {
				listeners.removeIndex(i);
			} else {
				_toRemovedListeners.add(l);
			}
			return true;
		}
	}
	return false;
}
 
開發者ID:mingwuyun,項目名稱:cocos2d-java,代碼行數:22,代碼來源:EventDispatcher.java

示例2: initializeGameService

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
/**
 * Initialze the 3D game service by instance of GameAsset and GameSetting, CameraManager, ShaderManager and LightManager
 * @param asset
 * @param baseGameSetting
 */
public void initializeGameService(IGameAsset asset,BaseGameSetting baseGameSetting, CameraManager camera, ShaderManager shader, LightManager light)
{
	batch = new SpriteBatch();
	scenes = new Array<IScene>();
	super.initializeGameService(asset, baseGameSetting);
	
	if(camera == null){
		camera = new CameraManager();
	}
	if(shader == null){
		shader = new ShaderManager();
	}
	if(light == null){
		light = new LightManager(new Vector3(0.1f, 0.1f, 0.1f));
	}
	gameService = new Game3DService(batch, asset, baseGameSetting, sceneManager, camera, shader, light);
}
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:23,代碼來源:Game3D.java

示例3: testCloudJson

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
@Test
public void testCloudJson() {
    Array<Orbiter> orbiters = new Array<>();
    Orbiter.OrbiterBlueprint orbiterBlueprint = new Orbiter.OrbiterBlueprint();
    orbiterBlueprint.angularVelocity = 70;
    int cloudObjectsCount = 10;
    for(int i = 0; i < cloudObjectsCount; i++) {
        orbiters.add(new Orbiter(new Sprite(), orbiterBlueprint));
    }

    Cloud saveCloud = new Cloud(orbiters);

    String cloudJson = json.toJson(saveCloud);
    assertNotEquals("", cloudJson);

    Cloud loadCloud = json.fromJson(Cloud.class, cloudJson);

    assertNotEquals(null, loadCloud);
    assertEquals(cloudObjectsCount, loadCloud.getCloudObjects().size);
    assertEquals(70, loadCloud.getAngularVelocity());
}
 
開發者ID:ZKasica,項目名稱:Planet-Generator,代碼行數:22,代碼來源:SavingLoadingTests.java

示例4: createPowerupPickupAnimation

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
private Array<TextureRegion> createPowerupPickupAnimation(){
    Array<TextureRegion> animationSequence = new Array<>();
    for (int i = 0; i < 8; i++) {
        Texture texture;
        if (i < 2){
            texture = assetService.getTexture(PLAYER_RED);
        } else if (i < 4){
            texture = assetService.getTexture(PLAYER_GREEN);
        } else if (i < 6){
            texture = assetService.getTexture(PLAYER_BLUE);
        } else {
            texture = assetService.getTexture(PLAYER_YELLOW);
        }
        animationSequence.add(new TextureRegion(texture));
    }
    return animationSequence;
}
 
開發者ID:ezet,項目名稱:penguins-in-space,代碼行數:18,代碼來源:AnimationFactory.java

示例5: updateWorldTransform

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
/**
 * Updates the world transform for each bone and applies all constraints.
 * <p>
 * See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
 * Runtimes Guide.
 */
public void updateWorldTransform() {
    // This partial update avoids computing the world transform for constrained bones when 1) the bone is not updated
    // before the constraint, 2) the constraint only needs to access the applied local transform, and 3) the constraint calls
    // updateWorldTransform.
    Array<Bone> updateCacheReset = this.updateCacheReset;
    for (int i = 0, n = updateCacheReset.size; i < n; i++) {
        Bone bone = updateCacheReset.get(i);
        bone.ax = bone.x;
        bone.ay = bone.y;
        bone.arotation = bone.rotation;
        bone.ascaleX = bone.scaleX;
        bone.ascaleY = bone.scaleY;
        bone.ashearX = bone.shearX;
        bone.ashearY = bone.shearY;
        bone.appliedValid = true;
    }
    Array<Updatable> updateCache = this.updateCache;
    for (int i = 0, n = updateCache.size; i < n; i++)
        updateCache.get(i).update();
}
 
開發者ID:laurencegw,項目名稱:jenjin,代碼行數:27,代碼來源:Skeleton.java

示例6: sortIkConstraint

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
private void sortIkConstraint(IkConstraint constraint) {
    Bone target = constraint.target;
    sortBone(target);

    Array<Bone> constrained = constraint.bones;
    Bone parent = constrained.first();
    sortBone(parent);

    if (constrained.size > 1) {
        Bone child = constrained.peek();
        if (!updateCache.contains(child, true)) updateCacheReset.add(child);
    }

    updateCache.add(constraint);

    sortReset(parent.children);
    constrained.peek().sorted = true;
}
 
開發者ID:laurencegw,項目名稱:jenjin,代碼行數:19,代碼來源:Skeleton.java

示例7: sortPathConstraint

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
private void sortPathConstraint(PathConstraint constraint) {
    Slot slot = constraint.target;
    int slotIndex = slot.getData().index;
    Bone slotBone = slot.bone;
    if (skin != null) sortPathConstraintAttachment(skin, slotIndex, slotBone);
    if (data.defaultSkin != null && data.defaultSkin != skin)
        sortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
    for (int ii = 0, nn = data.skins.size; ii < nn; ii++)
        sortPathConstraintAttachment(data.skins.get(ii), slotIndex, slotBone);

    Attachment attachment = slot.attachment;
    if (attachment instanceof PathAttachment) sortPathConstraintAttachment(attachment, slotBone);

    Array<Bone> constrained = constraint.bones;
    int boneCount = constrained.size;
    for (int ii = 0; ii < boneCount; ii++)
        sortBone(constrained.get(ii));

    updateCache.add(constraint);

    for (int ii = 0; ii < boneCount; ii++)
        sortReset(constrained.get(ii).children);
    for (int ii = 0; ii < boneCount; ii++)
        constrained.get(ii).sorted = true;
}
 
開發者ID:laurencegw,項目名稱:jenjin,代碼行數:26,代碼來源:Skeleton.java

示例8: EditorManager

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
public EditorManager(){
    FileChooser.setDefaultPrefsName("white-ui-editor");
    FileChooser.setSaveLastDirectory(true);

    events = new Array<>();
    assetManager = new AssetManager();
    assetManager.load("badlogic.jpg", Texture.class);
    assetManager.load("icon/select.9.png",Texture.class);
    assetManager.load("icon/align_left.png",Texture.class);
    assetManager.load("icon/align_right.png",Texture.class);
    assetManager.load("icon/align_center.png",Texture.class);
    assetManager.load("icon/align_h_center.png",Texture.class);
    assetManager.load("icon/align_bottom.png",Texture.class);
    assetManager.load("icon/align_top.png",Texture.class);
    assetManager.load("icon/label.png",Texture.class);
    assetManager.load("icon/image.png",Texture.class);
    assetManager.load("icon/group.png",Texture.class);
    assetManager.load("icon/button.png",Texture.class);
    assetManager.load("icon/checkbox.png",Texture.class);
    assetManager.load("icon/textfield.png",Texture.class);
    assetManager.finishLoading();
}
 
開發者ID:whitecostume,項目名稱:libgdx_ui_editor,代碼行數:23,代碼來源:EditorManager.java

示例9: BossEnemy

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
/**
 * Sets up the enemy in the game
 * @param screen the play screen
 * @param spawnPositionX the spawn position as tile index on the x axis
 * @param spawnPositionY the spawn position as tile index on the y axis
 */
public BossEnemy(PlayScreen screen, float spawnPositionX, float spawnPositionY) {
    super(screen, spawnPositionX, spawnPositionY);

    playScreen = screen;

    // Set gameplay variables of super class for this specific type of enemy
    damageMinMax = new int[] { 10, 20 };
    health = 50;
    horizontalMoveImpulseVelocity = 0.1f;
    horizontalMaxMovementVelocity = 0.5f;

    // Animation set up
    flyFrames = new Array<>();
    for(int i = 0; i < 12; i++) {
        flyFrames.add(new TextureRegion(screen.getEnemyBossTextureAtlas().findRegion("bird"), 0, i * ENEMY_PIXEL_HEIGHT, ENEMY_PIXEL_WIDTH, ENEMY_PIXEL_HEIGHT)
        );
    }

    flyAnimation = new Animation<TextureRegion>(0.2f, flyFrames);

    currentAnimation = "bird_fly";

    stateTime = 0;
    setBounds(getX(), getY(), ENEMY_PIXEL_WIDTH / MainGameClass.PPM, ENEMY_PIXEL_HEIGHT / MainGameClass.PPM + getHeight() / 2);
}
 
開發者ID:johannesmols,項目名稱:GangsterSquirrel,代碼行數:32,代碼來源:BossEnemy.java

示例10: register

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
public boolean register(String event, Object user, OnEventCallback callback) {
	Array<StructEvent> events = eventMap.get(event);
	if(events == null) {
		events = new Array<StructEvent>();
		eventMap.put(event, events);
	}
	
	StructEvent newEvent;
	if(user == null) {
		newEvent = new StructEvent(user, callback);
	} else {
		for(StructEvent e : events) {
			if(user == e.user) {
				BaseLog.warning(TAG, "event already in map : " + event + " " + user);
				return false;
			}
		}
		newEvent = new StructEvent(user, callback);
	}
	events.add(newEvent);
	return true;
}
 
開發者ID:mingwuyun,項目名稱:cocos2d-java,代碼行數:23,代碼來源:EventManager.java

示例11: trigger

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
/**觸發事件*/
	public boolean trigger(String event, Object...args) {
		Array<StructEvent> events = eventMap.get(event);
		if(events == null) {
//			SLog.warning(TAG, "event not found : " + event);
			return false;
		}
		final int len = events.size;
		//使用副本來執行call —— 支持在執行過程中修改源數據
		StructEvent[] structEvents = new StructEvent[len];
		for(int i = 0; i < len; ++i) {
			structEvents[i] = events.get(i);
		}
		for(int i = 0; i < len; ++i) {
			structEvents[i].call(event, args);
		}
		structEvents = null;
		return true;
	}
 
開發者ID:mingwuyun,項目名稱:cocos2d-java,代碼行數:20,代碼來源:EventManager.java

示例12: initEntities

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
private void initEntities(TextureAtlas textureAtlas) {
    final float mobWidth = Polymorph.WORLD_WIDTH/4;
    player = new Player(new Vector2(Polymorph.WORLD_WIDTH/2 - mobWidth/2, Polymorph.WORLD_HEIGHT/3-mobWidth),
                        new Dimension(mobWidth, mobWidth));

    slots = new Array<Slot>();
    slotPool = new Pool<Slot>() {
        @Override
        protected Slot newObject() {
            return new Slot(new Vector2(SLOT_SPAWN_POINT),
                            new Vector2(slotVelocity),
                            new Dimension(mobWidth, mobWidth));
        }
    };

    Dimension mapSize = new Dimension(Polymorph.WORLD_WIDTH, (int)(Polymorph.WORLD_HEIGHT*1.1f));
    TextureRegion mapTexture = textureAtlas.findRegion("background");
    Map mapFront = new Map(new Vector2(0, 0), mapVelocity, mapSize, mapTexture);
    Map mapBack = new Map(new Vector2(0, -mapSize.height + 5), mapVelocity, mapSize, mapTexture);
    maps = new Map[]{mapFront, mapBack};
}
 
開發者ID:DurianHLN,項目名稱:Polymorph,代碼行數:22,代碼來源:PolyGame.java

示例13: addSpriteFrameWithTextureAtlas

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
/**
 * 讀取gdx textureAtlas文件
 * @param filePath atlas 文件路徑 也可以自定義
 * @param atlas
 */
public void addSpriteFrameWithTextureAtlas(String filePath, TextureAtlas atlas) {
	if(_atlases.containsKey(filePath)) {
		CCLog.debug(this.getClass(), "file loaded : " + filePath);
		return;
	}
	
	_atlases.put(filePath, atlas);
	
	Array<AtlasRegion> rs = atlas.getRegions();
	for(AtlasRegion r : rs) {
		TextureRegion ret = _spriteFrames.put(r.name, r);
		if(ret != null) {
			CCLog.debug(this.getClass(), "region name exists : " + r.name);
		}
	}
}
 
開發者ID:mingwuyun,項目名稱:cocos2d-java,代碼行數:22,代碼來源:SpriteFrameCache.java

示例14: fetchGameStates

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
@Override
public boolean fetchGameStates(final IFetchGameStatesListResponseListener callback) {
    if (!driveApiEnabled)
        throw new UnsupportedOperationException("To use game states, enable Drive API when initializing");

    if (connected) {
        background(new SafeRunnable() {
            @Override
            public void run() throws IOException {
                Array<String> result = null;
                try {
                    result = fetchGameStatesSync();
                } finally {
                    callback.onFetchGameStatesListResponse(result);
                }
            }
        });
    }
    return connected;
}
 
開發者ID:MrStahlfelge,項目名稱:gdx-gamesvcs,代碼行數:21,代碼來源:GpgsClient.java

示例15: fetchLeaderboardEntries

import com.badlogic.gdx.utils.Array; //導入依賴的package包/類
@Override
public boolean fetchLeaderboardEntries(final String leaderBoardId, final int limit, final boolean
        relatedToPlayer, final IFetchLeaderBoardEntriesResponseListener callback) {
    if (connected) {
        background(new SafeRunnable() {
            @Override
            public void run() throws IOException {
                Array<ILeaderBoardEntry> result = null;
                try {
                    result = fetchLeaderboardSync(leaderBoardId, limit, relatedToPlayer, false);
                } finally {
                    callback.onLeaderBoardResponse(result);
                }
            }
        });
    }
    return connected;
}
 
開發者ID:MrStahlfelge,項目名稱:gdx-gamesvcs,代碼行數:19,代碼來源:GpgsClient.java


注:本文中的com.badlogic.gdx.utils.Array類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。