/** * Base tick method for the level. Updates all entities, tiles, and player. Has slow repopulation * algorithm */ public void tick() { player.tick(); List<Entity> toTick = new ArrayList<Entity>(); int lr = 7; for (int x = -lr; x < lr; x++) { for (int y = -lr; y < lr; y++) { Tile tile = getTile(player.x + x, player.z + y); tile.addToTick(toTick); tile.tick(); } } for (int i = 0; i < toTick.size(); i++) { Entity e = toTick.get(i); e.tick(this); } tickcount++; if (tickcount % 1800 == 0) { System.out.println("Adding entity to world"); if (r != null) { int rx = r.nextInt(w); int ry = r.nextInt(h); if (skillNoise.noise(rx / 80d, ry / 80d) > 0.0) { SmallMob mob = new SmallMob(); if (!tiles[rx + ry * w].blocks(mob)) { tiles[rx + ry * w].addEntity(r.nextInt(4), mob); } } } } }
public void tick() { super.tick(); // Generate smoke for buildings. if (buildTimer == totalBuildTime && !type.equals("Basic Hut")) { this.addSmoke(); } if (totalBuildTime > buildTimer && startedBuilding) { if (buildTimer % (totalBuildTime / 6) == 0 && buildTimer != 0) animFrame++; buildTimer++; } }
private void update() { for (Entity e : entities) { e.tick(); } }
public void tick() { super.tick(); Game.window().setTitle("X: " + abspx_xPos + "Y: " + abspx_yPos); }