本文整理匯總了Java中com.badlogic.gdx.utils.Array.get方法的典型用法代碼示例。如果您正苦於以下問題:Java Array.get方法的具體用法?Java Array.get怎麽用?Java Array.get使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.badlogic.gdx.utils.Array
的用法示例。
在下文中一共展示了Array.get方法的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: aabbCompute
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
private void aabbCompute () {
float minX = Integer.MAX_VALUE, minY = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxY = Integer.MIN_VALUE;
Array<FloatArray> polygons = this.polygons;
for (int i = 0, n = polygons.size; i < n; i++) {
FloatArray polygon = polygons.get(i);
float[] vertices = polygon.items;
for (int ii = 0, nn = polygon.size; ii < nn; ii += 2) {
float x = vertices[ii];
float y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
}
示例2: updateWorldTransform
import com.badlogic.gdx.utils.Array; //導入方法依賴的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();
}
示例3: unschedule
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/** Unschedules a callback for a key and a given target.
If you want to unschedule the 'callbackPerFrame', use unscheduleUpdate.
*/
public void unschedule(Object target, final String key) {
struct_TargetUpdaterEntry e = _hashForTimers.get(target);
if(e == null) {
CCLog.engine(TAG, "unschedule() not found updater");
return;
}
Array<TimerUpdater> timers = e.timers;
if(timers == null) {
return;
}
for(int i = timers.size - 1; i >= 0; --i) {
TimerUpdater curr = timers.get(i);
if(curr.key.equals(key)) {
curr.removeSelf(); //延後移除,否則timers可能改變導致出錯
}
}
}
示例4: isScheduled
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/** Checks whether a callback associated with 'key' and 'target' is scheduled.
@since v3.0.0
*/
public boolean isScheduled(final String key, Object target) {
struct_TargetUpdaterEntry e = _hashForTimers.get(target);
if(e != null) {
Array<TimerUpdater> timers = e.timers;
if(timers != null) {
for(int i = timers.size - 1; i >= 0; --i) {
TimerUpdater t = timers.get(i);
if(key.equals(t.key)) {
return t.isAttached();
}
}
}
}
return false;
}
示例5: TiledObjectTypes
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
public TiledObjectTypes(String file) {
xml_reader = new XmlReader();
try {
root = xml_reader.parse(Gdx.files.internal(file));
} catch (IOException e) {
e.printStackTrace();
}
types = new ObjectMap<String, TiledObjectTypes.TiledObjectType>();
if(root == null)
throw new GdxRuntimeException(String.format("Unable to parse file %s. make sure it is the correct path.", file));
Array<Element> types = root.getChildrenByName("objecttype");
for (Element element : types) {
TiledObjectType tot = new TiledObjectType(element.get("name"));
Array<Element> properties = element.getChildrenByName("property");
for (int i = 0; i < properties.size; i++) {
Element element2 = properties.get(i);
TypeProperty property = new TypeProperty(element2.get("name"), element2.get("type"), element2.hasAttribute("default")?element2.get("default"):"");
tot.addProperty(property);
}
this.types.put(tot.name, tot);
}
}
示例6: findPathConstraint
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/**
* Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
* than to call it multiple times.
*
* @return May be null.
*/
public PathConstraint findPathConstraint(String constraintName) {
if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null.");
Array<PathConstraint> pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.size; i < n; i++) {
PathConstraint constraint = pathConstraints.get(i);
if (constraint.data.name.equals(constraintName)) return constraint;
}
return null;
}
示例7: findPathConstraint
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
* than to call it multiple times.
* @return May be null. */
public PathConstraintData findPathConstraint (String constraintName) {
if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null.");
Array<PathConstraintData> pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.size; i < n; i++) {
PathConstraintData constraint = pathConstraints.get(i);
if (constraint.name.equals(constraintName)) return constraint;
}
return null;
}
示例8: findBone
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @return May be null. */
public BoneData findBone (String boneName) {
if (boneName == null) throw new IllegalArgumentException("boneName cannot be null.");
Array<BoneData> bones = this.bones;
for (int i = 0, n = bones.size; i < n; i++) {
BoneData bone = bones.get(i);
if (bone.name.equals(boneName)) return bone;
}
return null;
}
示例9: findSlot
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @return May be null. */
public SlotData findSlot (String slotName) {
if (slotName == null) throw new IllegalArgumentException("slotName cannot be null.");
Array<SlotData> slots = this.slots;
for (int i = 0, n = slots.size; i < n; i++) {
SlotData slot = slots.get(i);
if (slot.name.equals(slotName)) return slot;
}
return null;
}
示例10: findAnimation
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
* call it multiple times.
* @return May be null. */
public Animation findAnimation (String animationName) {
if (animationName == null) throw new IllegalArgumentException("animationName cannot be null.");
Array<Animation> animations = this.animations;
for (int i = 0, n = animations.size; i < n; i++) {
Animation animation = animations.get(i);
if (animation.name.equals(animationName)) return animation;
}
return null;
}
示例11: getNameForButton
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
public String getNameForButton(int button) {
Array<Controller> controllers = Controllers.getControllers();
if (controllers.size > 0) {
Controller controller = controllers.get(0);
if (KeyboardInputProcessor.isXbox360Controller(controller.getName())) {
switch(button) {
case XBOX_360_A:
return "A";
case XBOX_360_B:
return "B";
case XBOX_360_X:
return "X";
case XBOX_360_Y:
return "Y";
case XBOX_360_LEFT_SHOULDER:
return "LSHLDR";
case XBOX_360_RIGHT_SHOULDER:
return "RSHLDR";
case XBOX_360_BACK:
return "BACK";
case XBOX_360_START:
return "START";
}
} else if (controller.getName().equals(RETRO_USB_NAME)) {
switch(button) {
case RETRO_USB_A:
return "A";
case RETRO_USB_B:
return "B";
case RETRO_USB_SELECT:
return "SELECT";
case RETRO_USB_START:
return "START";
}
}
}
return Integer.toString(button);
}
示例12: addTiles
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/**
* returns true if there is a solid collision
* @param tiles
* @param tcc
* @return
*/
private boolean addTiles(Array<MapTile> tiles,TileCollisionController tcc) {
boolean solid_collision = false;
for (int j = 0; j < tiles.size; j++) {
MapTile mt = tiles.get(j);
int type = mt.getType();
if(tcc.solidAgainst(type)||(type == TileCollisionController.VOID && tcc.collidesWithVoid())) {
solid_collision = true;
}
tcc.addCollision(type,mt);
}
return solid_collision;
}
示例13: findBone
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
/**
* Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* multiple times.
*
* @return May be null.
*/
public Bone findBone(String boneName) {
if (boneName == null) throw new IllegalArgumentException("boneName cannot be null.");
Array<Bone> bones = this.bones;
for (int i = 0, n = bones.size; i < n; i++) {
Bone bone = bones.get(i);
if (bone.data.name.equals(boneName)) return bone;
}
return null;
}
示例14: sortReset
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
private void sortReset(Array<Bone> bones) {
for (int i = 0, n = bones.size; i < n; i++) {
Bone bone = bones.get(i);
if (bone.sorted) sortReset(bone.children);
bone.sorted = false;
}
}
示例15: getTileChecks
import com.badlogic.gdx.utils.Array; //導入方法依賴的package包/類
private static TileTouchCheck[] getTileChecks(TextureAtlas atlas) {
Texture texture = atlas.getTextures().first();
if (!texture.getTextureData().isPrepared())
texture.getTextureData().prepare();
Pixmap pixelMap = texture.getTextureData().consumePixmap();
Array<AtlasRegion> tileMaps = atlas.getRegions(); // hopefully, they are in order.
TileTouchCheck[] checks = new TileTouchCheck[tileMaps.size];
for(int i = 0; i < checks.length; i++) {
checks[i] = new TileTouchCheck(pixelMap, tileMaps.get(i));
}
return checks;
}