Exemplo n.º 1
0
  /**
   * Set the act order of objects in the world. Act order is specified by class: objects of one
   * class will always act before objects of some other class. The order of objects of the same
   * class cannot be specified.
   *
   * <p>Objects of classes listed first in the parameter list will act before any objects of classes
   * listed later.
   *
   * <p>Objects of a class not explicitly specified inherit the act order from their superclass.
   *
   * <p>Objects of classes not listed will act after all objects whose classes have been specified.
   *
   * @param classes The classes in desired act order
   */
  public void setActOrder(Class... classes) {
    if (classes == null) {
      // Allow null as an argument, to specify no paint order
      if (objectsInActOrder == objectsDisordered) {
        if (objectsInPaintOrder == null) {
          classes = new Class[0];
          objectsDisordered.setClassOrder(false, classes);
        } else {
          objectsDisordered = objectsInPaintOrder;
        }
      }
      objectsInActOrder = null;
      return;
    }

    if (objectsInActOrder != null) {
      // Just reuse existing set
    } else if (objectsInPaintOrder == objectsDisordered) {
      // Use new set because existing disordered set is in use
      // already.
      objectsInActOrder = new TreeActorSet();
      objectsInActOrder.setClassOrder(false, classes);
      objectsInActOrder.addAll(objectsDisordered);
      return;
    } else {
      // Reuse disordered set, since it is not already in use by the
      // paint ordering
      objectsInActOrder = objectsDisordered;
    }
    objectsInActOrder.setClassOrder(false, classes);
  }
Exemplo n.º 2
0
  /**
   * Remove an object from the world.
   *
   * @param object the object to remove
   */
  public void removeObject(Actor object) {
    if (object == null || object.world != this) {
      return;
    }

    objectsDisordered.remove(object);
    collisionChecker.removeObject(object);
    if (objectsDisordered != objectsInActOrder && objectsInActOrder != null) {
      objectsInActOrder.remove(object);
    } else if (objectsDisordered != objectsInPaintOrder && objectsInPaintOrder != null) {
      objectsInPaintOrder.remove(object);
    }
    object.setWorld(null);
  }
Exemplo n.º 3
0
  /**
   * Get all the objects in the world, or all the objects of a particular class.
   *
   * <p>If a class is specified as a parameter, only objects of that class (or its subclasses) will
   * be returned.
   *
   * <p>
   *
   * @param cls Class of objects to look for ('null' will find all objects).
   * @return A list of objects.
   */
  public List getObjects(Class cls) {
    List<Actor> result = new ArrayList<Actor>();

    Iterator<Actor> i = objectsDisordered.iterator();
    while (i.hasNext()) {
      Actor actor = i.next();
      if (cls == null || cls.isInstance(actor)) {
        result.add(actor);
      }
    }

    return result;
  }
Exemplo n.º 4
0
  /**
   * Add an Actor to the world.
   *
   * @param object The new object to add.
   * @param x The x coordinate of the location where the object is added.
   * @param y The y coordinate of the location where the object is added.
   */
  public void addObject(Actor object, int x, int y) {
    if (object.world != null) {
      if (object.world == this) {
        return; // Actor is already in the world
      }
      object.world.removeObject(object);
    }

    objectsDisordered.add(object);
    addInPaintOrder(object);
    addInActOrder(object);

    // Note we must call this before adding the object to the collision checker,
    // so that the cached bounds are cleared:
    object.addToWorld(x, y, this);

    collisionChecker.addObject(object);
    object.addedToWorld(this);

    WorldHandler whInstance = WorldHandler.getInstance();
    if (whInstance != null) {
      WorldHandler.getInstance().objectAddedToWorld(object);
    }
  }
Exemplo n.º 5
0
 private void addInPaintOrder(Actor object) {
   if (objectsInPaintOrder != null) {
     objectsInPaintOrder.add(object);
   }
 }
Exemplo n.º 6
0
 /**
  * Get the number of actors currently in the world.
  *
  * @return The number of actors
  */
 public int numberOfObjects() {
   return objectsDisordered.size();
 }