Class SpellUI
java.lang.Object
com.deco2800.game.components.Component
com.deco2800.game.rendering.RenderComponent
com.deco2800.game.ui.UIComponent
com.deco2800.game.components.maingame.SpellUI
- 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.voiddispose()Called when the component is disposed.floatdistanceBetweenWorldPositions(com.badlogic.gdx.math.Vector2 object, com.badlogic.gdx.math.Vector2 point) protected voiddraw(com.badlogic.gdx.graphics.g2d.SpriteBatch batch) Draw the renderable.com.badlogic.gdx.math.Vector2screenToWorldPosition(int screenX, int screenY) voidupdate()Called once per frame of the game, and should be used for most component logic.voidupdatePointer(int screenX, int screenY) voidMethods inherited from class com.deco2800.game.ui.UIComponent
getLayer, getZIndexMethods inherited from class com.deco2800.game.rendering.RenderComponent
compareTo, 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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SpellUI
public SpellUI()
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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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updatePointer
public void updatePointer(int screenX, int screenY) -
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. -
updateTables
public void updateTables() -
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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dispose
public void dispose()Description copied from class:ComponentCalled when the component is disposed. Dispose of any internal resources here.- Specified by:
disposein interfacecom.badlogic.gdx.utils.Disposable- Overrides:
disposein classRenderComponent
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screenToWorldPosition
public com.badlogic.gdx.math.Vector2 screenToWorldPosition(int screenX, int screenY) -
distanceBetweenWorldPositions
public float distanceBetweenWorldPositions(com.badlogic.gdx.math.Vector2 object, com.badlogic.gdx.math.Vector2 point)
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