Class GestureDisplay
java.lang.Object
com.deco2800.game.components.Component
com.deco2800.game.rendering.RenderComponent
com.deco2800.game.ui.UIComponent
com.deco2800.game.components.friendlyunits.GestureDisplay
- All Implemented Interfaces:
com.badlogic.gdx.utils.Disposable,Renderable,Comparable<Renderable>
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Field Summary
Fields inherited from class com.deco2800.game.ui.UIComponent
skin, stage -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidcreate()Called when the entity is created and registered.protected voiddraw(com.badlogic.gdx.graphics.g2d.SpriteBatch batch) Draw the renderable.voidstopBox()voidupdate()Called once per frame of the game, and should be used for most component logic.voidupdateBox(int oneX, int oneY, int twoX, int twoY) Methods inherited from class com.deco2800.game.ui.UIComponent
getLayer, getZIndexMethods inherited from class com.deco2800.game.rendering.RenderComponent
compareTo, dispose, renderMethods inherited from class com.deco2800.game.components.Component
earlyUpdate, getEntity, isAnimationRenderComponent, setEnabled, setEntity, toString, triggerEarlyUpdate, triggerUpdateMethods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, waitMethods inherited from interface java.lang.Comparable
compareToMethods inherited from interface com.deco2800.game.rendering.Renderable
render
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Constructor Details
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GestureDisplay
public GestureDisplay()
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Method Details
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create
public void create()Description copied from class:ComponentCalled when the entity is created and registered. Initial logic such as calls to GetComponent should be made here, not in the constructor which is called before an entity is finished.- Overrides:
createin classUIComponent
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draw
protected void draw(com.badlogic.gdx.graphics.g2d.SpriteBatch batch) Description copied from class:RenderComponentDraw the renderable. Should be called only by the renderer, not manually.- Specified by:
drawin classRenderComponent- Parameters:
batch- Batch to render to.
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update
public void update()Description copied from class:ComponentCalled once per frame of the game, and should be used for most component logic. Not called if component is disabled. -
updateBox
public void updateBox(int oneX, int oneY, int twoX, int twoY) -
stopBox
public void stopBox()
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