com.badlogic.gdx.utils.Array.random()方法的使用及代码示例

x33g5p2x  于2022-01-15 转载在 其他  
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本文整理了Java中com.badlogic.gdx.utils.Array.random()方法的一些代码示例,展示了Array.random()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Array.random()方法的具体详情如下:
包路径:com.badlogic.gdx.utils.Array
类名称:Array
方法名:random

Array.random介绍

[英]Returns a random item from the array, or null if the array is empty.
[中]从数组中返回随机项,如果数组为空,则返回null。

代码示例

代码示例来源:origin: libgdx/libgdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex * regionChannel.strideSize, c = i + count * regionChannel.strideSize; i < c; i += regionChannel.strideSize) {
    AspectTextureRegion region = regions.random();
    regionChannel.data[i + ParticleChannels.UOffset] = region.u;
    regionChannel.data[i + ParticleChannels.VOffset] = region.v;
    regionChannel.data[i + ParticleChannels.U2Offset] = region.u2;
    regionChannel.data[i + ParticleChannels.V2Offset] = region.v2;
    regionChannel.data[i + ParticleChannels.HalfWidthOffset] = 0.5f;
    regionChannel.data[i + ParticleChannels.HalfHeightOffset] = region.halfInvAspectRatio;
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex * regionChannel.strideSize, c = i + count * regionChannel.strideSize; i < c; i += regionChannel.strideSize) {
    AspectTextureRegion region = regions.random();
    regionChannel.data[i + ParticleChannels.UOffset] = region.u;
    regionChannel.data[i + ParticleChannels.VOffset] = region.v;
    regionChannel.data[i + ParticleChannels.U2Offset] = region.u2;
    regionChannel.data[i + ParticleChannels.V2Offset] = region.v2;
    regionChannel.data[i + ParticleChannels.HalfWidthOffset] = 0.5f;
    regionChannel.data[i + ParticleChannels.HalfHeightOffset] = region.halfInvAspectRatio;
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
  public ModelInstance newObject () {
    return new ModelInstance(models.random());
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
  public ModelInstance newObject () {
    return new ModelInstance(models.random());
  }
}

代码示例来源:origin: libgdx/libgdx

@Override
public ParticleController newObject () {
  ParticleController controller = templates.random().copy();
  controller.init();
  return controller;
}

代码示例来源:origin: libgdx/libgdx

@Override
public ParticleController newObject () {
  ParticleController controller = templates.random().copy();
  controller.init();
  return controller;
}

代码示例来源:origin: libgdx/libgdx

public void setSprites (Array<Sprite> sprites) {
  this.sprites = sprites;
  if (sprites.size == 0) return;
  for (int i = 0, n = particles.length; i < n; i++) {
    Particle particle = particles[i];
    if (particle == null) break;
    Sprite sprite = null;
    switch (spriteMode) {
    case single:
      sprite = sprites.first();
      break;
    case random:
      sprite = sprites.random();
      break;
    case animated:
      float percent = 1 - particle.currentLife / (float)particle.life;
      particle.frame = Math.min((int)(percent * sprites.size), sprites.size - 1);
      sprite = sprites.get(particle.frame);
      break;
    }
    particle.setRegion(sprite);
    particle.setOrigin(sprite.getOriginX(), sprite.getOriginY());
  }
}

代码示例来源:origin: libgdx/libgdx

public void setSprites (Array<Sprite> sprites) {
  this.sprites = sprites;
  if (sprites.size == 0) return;
  for (int i = 0, n = particles.length; i < n; i++) {
    Particle particle = particles[i];
    if (particle == null) break;
    Sprite sprite = null;
    switch (spriteMode) {
    case single:
      sprite = sprites.first();
      break;
    case random:
      sprite = sprites.random();
      break;
    case animated:
      float percent = 1 - particle.currentLife / (float)particle.life;
      particle.frame = Math.min((int)(percent * sprites.size), sprites.size - 1);
      sprite = sprites.get(particle.frame);
      break;
    }
    particle.setRegion(sprite);
    particle.setOrigin(sprite.getOriginX(), sprite.getOriginY());
  }
}

代码示例来源:origin: libgdx/libgdx

public static void testValueMatchesIndex (int runs, int k) {
  verify = false;
  for (int i = 0; i < runs; i++) {
    allRandom();
    player.shuffle();
    enemy.shuffle();
    originDummy = player.random();
    int idx = enemy.selectRankedIndex(distComp, k);
    Dummy indexDummy = enemy.get(idx);
    Dummy valueDummy = enemy.selectRanked(distComp, k);
    if (!(indexDummy.equals(valueDummy))) {
      throw new GdxRuntimeException("results of selectRankedIndex and selectRanked do not return the same object\n"
        + "selectRankedIndex -> " + indexDummy + "\n" + "selectRanked      -> " + valueDummy);
    }
  }
}

代码示例来源:origin: libgdx/libgdx

break;
case random:
  sprite = sprites.random();
  break;

代码示例来源:origin: libgdx/libgdx

break;
case random:
  sprite = sprites.random();
  break;

代码示例来源:origin: com.badlogicgames.gdx/gdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex * regionChannel.strideSize, c = i + count * regionChannel.strideSize; i < c; i += regionChannel.strideSize) {
    AspectTextureRegion region = regions.random();
    regionChannel.data[i + ParticleChannels.UOffset] = region.u;
    regionChannel.data[i + ParticleChannels.VOffset] = region.v;
    regionChannel.data[i + ParticleChannels.U2Offset] = region.u2;
    regionChannel.data[i + ParticleChannels.V2Offset] = region.v2;
    regionChannel.data[i + ParticleChannels.HalfWidthOffset] = 0.5f;
    regionChannel.data[i + ParticleChannels.HalfHeightOffset] = region.halfInvAspectRatio;
  }
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

@Override
  public ModelInstance newObject () {
    return new ModelInstance(models.random());
  }
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

@Override
public ParticleController newObject () {
  ParticleController controller = templates.random().copy();
  controller.init();
  return controller;
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

public void setSprites (Array<Sprite> sprites) {
  this.sprites = sprites;
  if (sprites.size == 0) return;
  for (int i = 0, n = particles.length; i < n; i++) {
    Particle particle = particles[i];
    if (particle == null) break;
    Sprite sprite = null;
    switch (spriteMode) {
    case single:
      sprite = sprites.first();
      break;
    case random:
      sprite = sprites.random();
      break;
    case animated:
      float percent = 1 - particle.currentLife / (float)particle.life;
      particle.frame = Math.min((int)(percent * sprites.size), sprites.size - 1);
      sprite = sprites.get(particle.frame);
      break;
    }
    particle.setRegion(sprite);
    particle.setOrigin(sprite.getOriginX(), sprite.getOriginY());
  }
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

break;
case random:
  sprite = sprites.random();
  break;

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