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Java CollisionSystem类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中net.mostlyoriginal.api.system.physics.CollisionSystem的典型用法代码示例。如果您正苦于以下问题:Java CollisionSystem类的具体用法?Java CollisionSystem怎么用?Java CollisionSystem使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



CollisionSystem类属于net.mostlyoriginal.api.system.physics包,在下文中一共展示了CollisionSystem类的4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,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: createWorld

import net.mostlyoriginal.api.system.physics.CollisionSystem; //导入依赖的package包/类
@Override
protected World createWorld() {
    RenderBatchingSystem renderBatchingSystem;
    return new World(new WorldConfigurationBuilder()
            .dependsOn(EntityLinkManager.class, ProfilerPlugin.class, OperationsPlugin.class)
            .with(
                    new SuperMapper(),
                    new TagManager(),

                    new GroupManager(),
                    new CardSystem(),
                    new CardSortSystem(),
                    new CardScriptSystem(),
                    new CollisionSystem(),
                    new TransitionSystem(GdxArtemisGame.getInstance()),

                    new MyCameraSystem(G.CAMERA_ZOOM),
                    new GameScreenAssetSystem(),
                    new GameScreenSetupSystem(),

                    new MouseCursorSystem(),
                    new MouseClickSystem(),
                    new PlanetCreationSystem(),

                    new DrawingSystem(),

                    new PlanetStencilSystem(),
                    new PlanetMaskSystem(),
                    new PlanetSimulationSystem(),


                    new PlanetCoordSystem(),
                    new OrientToGravitySystem(),
                    new WanderSystem(),
                    new GravitySystem(),
                    new PhysicsSystem(),

                    new DeathSystem(),
                    new GhostSystem(),
                    new ExplosiveSystem(),

                    new StarEffectSystem(),

                    new ToolSystem(),
                    new AchievementSystem(),

                    new PlanetBackgroundRenderSystem(),

                    renderBatchingSystem = new RenderBatchingSystem(),
                    new MyAnimRenderSystem(renderBatchingSystem),
                    new PlanetRenderSystem(renderBatchingSystem),
                    new PlanetRenderGravityDebugSystem(),
                    new PlanetRenderTemperatureDebugSystem()
            ).build());
}
 
开发者ID:DaanVanYperen,项目名称:odb-little-fortune-planet,代码行数:56,代码来源:GameScreen.java


示例2: createWorld

import net.mostlyoriginal.api.system.physics.CollisionSystem; //导入依赖的package包/类
@Override
	protected World createWorld() {
		RenderBatchingSystem renderBatchingSystem;
		return new World(new WorldConfigurationBuilder()
				.dependsOn(OperationsPlugin.class)
                .dependsOn(ExtendedComponentMapperPlugin.class)
				.dependsOn(OperationsPlugin.class)
				.with(
                        new GroupManager(),
						new TagManager(),
						new FontManager(),
						new StructureSystem(),
						new SmokeSystem(),

						new CameraSystem(1),
						new AssetSystem(),
						new ClearScreenSystem(Color.valueOf(BACKGROUND_COLOR_HEX)),

						new StockpileSystem(),
						new EntitySetupSystem(),

						new DilemmaSystem(),

						new EntitySpawnerSystem(),

						new MouseCursorSystem(),
						new MouseClickSystem(),
						new ButtonSystem(),

						new FireballSystem(),

						new BurrowSystem(),

						new CollisionSystem(),
						new PhysicsSystem(),
						new GravitySystem(),
						new ZPosSystem(),

						new TrembleSystem(),
						new CheerSystem(),

						new ProgressAlgorithmSystem(),

//						new StockpileUISystem(),
						new ProgressUISystem(),

						new DioramaSystem(),
						new SunDioramaSystem(),
						new RiverDioramaSystem(),
                        new ScaffoldDioramaSystem(),

						new EndgameSystem(),

                        new MinionSystem(),

                        new ColorAnimationSystem(),

						new EntityCameraSystem(),
						new CameraShakeSystem(),

						// Replace with your own systems!
						renderBatchingSystem = new RenderBatchingSystem(),
						new AnimRenderSystem(renderBatchingSystem),
						new LabelRenderSystem(renderBatchingSystem),
						new BarRenderSystem(renderBatchingSystem),
						new ProgressRenderSystem(renderBatchingSystem)
				).build());

	}
 
开发者ID:DaanVanYperen,项目名称:odb-dynasty,代码行数:70,代码来源:GameScreen.java


示例3: MainScreen

import net.mostlyoriginal.api.system.physics.CollisionSystem; //导入依赖的package包/类
public MainScreen() {

		RenderBatchingSystem renderBatchingSystem = new RenderBatchingSystem();
		screenshotHandlerSystem = new ScreenshotHandlerSystem();

		world = new WorldBuilder()
				.with(
						new EventManager(),
						new GroupManager(),
						new TagManager(),
						new UuidEntityManager(),
						new NavigationGridManager(),
						new LayerManager(),
						new EntityFactoryManager(),
						new FontManager(),
						new MapMetadataManager())
				.with(
						new CollisionSystem(),
						new MouseCursorSystem(),
						new MouseClickSystem(),
						new DraggableSystem(),
						new ButtonSystem(),
						new ToolSystem(),
						new DeletableSystem(),
						new LayerLoaderSystem(),

						// 2. Plotting.
						new RoutePlotSystem(),
						new TechpointSymmetrySystem(),
						new TravelerSystem(),
						new AssetSystem(),
						new CameraSystem(CAMERA_ZOOM_FACTOR),
						new RenderMaskHandlerSystem(),

						/** Rendering */

						renderBatchingSystem)
				.withPassive(
						new AnimRenderSystem(renderBatchingSystem),
						new LayerRenderSystem(renderBatchingSystem),
						new LabelRenderSystem(renderBatchingSystem))
				.with(
						new TeamChangingSystem(),
						new TechpointPressureSystem(),
						new DomainSystem(),

						new RefreshHandlerSystem(),
						new PersistHandlerSystem(),

						screenshotHandlerSystem,

						// 1. Route Calculation.
						// we run these in reverse, so dependencies will have to cycle one frame before
						// being called which will avoid hitching due to multiple systems processing at once.
						new PreferredRouteCalculationSystem(),
						new RouteCalculationSystem(),
						new NavigationGridCalculationSystem(),

						new InputSystem(),
						new MilestoneHandlerSystem()).initialize();

		new EntityBuilder(world).with(new MouseCursor(), new Pos(), new Bounds(0, 0, 11, 12), new Renderable(10000)).tag("cursor").build();
	}
 
开发者ID:DaanVanYperen,项目名称:ns2-scc-profiler,代码行数:64,代码来源:MainScreen.java


示例4: instanceGameSystems

import net.mostlyoriginal.api.system.physics.CollisionSystem; //导入依赖的package包/类
/**
 * Just get a basic dancing man going!
 */
private BaseSystem[] instanceGameSystems() {
	RenderBatchingSystem renderBatchingSystem;
	return new BaseSystem[]{

			new CameraSystem(G.ZOOM),

			new ClearScreenSystem(Color.valueOf(BACKGROUND_COLOR_HEX)),
			new GameScreenAssetSystem(),
			new GameScreenSetupSystem(levelIndex),

			new MouseCursorSystem(),
			new CollisionSystem(),
			new ConveyerSystem(),
			new ConveyableExpirationSystem(),
			new PhysicsSystem(),

			new InventoryScoopSystem(),

			new SplicerSystem(),
			new CrusherSystem(),
			new ShowerSystem(),
			new GougerSystem(),

			new SpawnProtectSystem(),
			new DispenserSystem(),

			new TapSystem(),
			new DraggableIndicatorSystem(),
			new DragStartSystem(),
			new TileDropSystem(),
			new RotateSystem(),
			new GridOverlapHelperSystem(),

			new LiquidSystem(),
			new ColorAnimationSystem(),

			new StarSystem(),

			renderBatchingSystem = new RenderBatchingSystem(),
			new AnimRenderSystem(renderBatchingSystem),
			new LabelRenderSystem(renderBatchingSystem),

			new SchedulerSystem(),
			new LevelTransitionSystem(),
			new VictorySystem(),

			new RetryLevelSystem(),
			new RetryButtonSystem(),
	};
}
 
开发者ID:DaanVanYperen,项目名称:odb-minion-factorium,代码行数:54,代码来源:LevelScreen.java



注:本文中的net.mostlyoriginal.api.system.physics.CollisionSystem类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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