@Override public void act(float delta) { super.act(delta); if (modified) { modifier.getHandles().readActorTransformation(); modified = false; } }
@Override public void act(float delta) { super.act(delta); // If the grouper has been modified, transformation must be // transmitted to represented actors if (modified) { updateTransformation(); } }
@Override public void act(float delta) { totalTime += delta; accum += delta; if (accum > end) { accum = 0; if (end > .3f) end -= .01f; addActor(Pools.obtain(Mob.class).init(faceRegion, end * 10f)); } super.act(delta); }
/** * Calls the {@link Actor#act(float)} method on each actor in the stage. Typically called each * frame. This method also fires enter and exit events. * * @param delta Time in seconds since the last frame. */ public void act(float delta) { // Update over actors. Done in act() because actors may change position, which can fire // enter/exit without an input event. for (int pointer = 0, n = pointerOverActors.length; pointer < n; pointer++) { Actor overLast = pointerOverActors[pointer]; // Check if pointer is gone. if (!pointerTouched[pointer]) { if (overLast != null) { pointerOverActors[pointer] = null; screenToStageCoordinates( tempCoords.set(pointerScreenX[pointer], pointerScreenY[pointer])); // Exit over last. InputEvent event = Pools.obtain(InputEvent.class); event.setType(InputEvent.Type.exit); event.setStage(this); event.setStageX(tempCoords.x); event.setStageY(tempCoords.y); event.setRelatedActor(overLast); event.setPointer(pointer); overLast.fire(event); Pools.free(event); } continue; } // Update over actor for the pointer. pointerOverActors[pointer] = fireEnterAndExit(overLast, pointerScreenX[pointer], pointerScreenY[pointer], pointer); } // Update over actor for the mouse on the desktop. ApplicationType type = Gdx.app.getType(); if (type == ApplicationType.Desktop || type == ApplicationType.Applet || type == ApplicationType.WebGL) mouseOverActor = fireEnterAndExit(mouseOverActor, mouseScreenX, mouseScreenY, -1); // Run actions and determine whether to request rendering (for when setContinuousRendering is // off) root.act(delta); }
/** * *********************************************************************************** This * handles physics stuff * *********************************************************************************** */ @Override public void act(float delta) { super.act(delta); }