Class EndTrigger
- All Implemented Interfaces:
org.fuchss.configuration.Configurable,Collidable
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Nested Class Summary
Nested classes/interfaces inherited from interface rekit.logic.Collidable
Collidable.Optional -
Field Summary
Fields inherited from class rekit.logic.gameelements.GameElement
deleteMe, deltaTime, team, visible -
Method Summary
Modifier and TypeMethodDescriptionStub Factory method that everyGameElementmust implement in order to being able to be instantiated dynamically by the level creation.voiddestroy()Method that, upon call, signals that thisGameElementis supposed to be deleted in the next logicLoop of theIScene.static InanimateGet the prototype of the EndTrigger.getZHint()voidTemplate method that will be called periodically after being added to aIScene.voidTemplate method that will be called periodically after being added to aIScene.voidperform()Perform trigger-action.Methods inherited from class rekit.logic.gameelements.inanimate.InanimateTrigger
createTrigger, reactToCollisionMethods inherited from class rekit.logic.gameelements.inanimate.Inanimate
collidedWithSolid, getLivesMethods inherited from class rekit.logic.gameelements.GameElement
checkCollision, getDeleteMe, getFrame, getPos, getScene, getSize, getTeam, getVel, getZ, init, isAddableToGroup, isVisible, killBoost, render, setPos, setScene, setSize, setVelMethods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitMethods inherited from interface rekit.logic.Collidable
addDamage
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Method Details
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logicLoop
public void logicLoop()Description copied from class:GameElementTemplate method that will be called periodically after being added to a
IScene.Should be overwritten in sub classes for implementing custom logic, physics emulation, time-based actions, ...
- Overrides:
logicLoopin classGameElement
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internalRender
Description copied from class:GameElementTemplate method that will be called periodically after being added to a
IScene. Must be as performant as possible to keep the FPS low, since it will be called in every render-loop.Should be overwritten in sub classes for custom visualization using the
GameGrid.- Overrides:
internalRenderin classInanimateTrigger- Parameters:
f- theGameGridthat represents the games field and supplies primitive drawing operations.
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perform
public void perform()Description copied from class:InanimateTriggerPerform trigger-action.- Overrides:
performin classInanimateTrigger
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create
Description copied from class:GameElementStub Factory method that every
GameElementmust implement in order to being able to be instantiated dynamically by the level creation.A startPos must be supplied to position the new GameElement right.
Also, an array of modifiers that the extending
GameElementcan define and use is supplied. These are used make level creation able to determine theGameElementsbehavior. Note: the modifiers are not checked in syntax, so it must be thoroughly checked.- Overrides:
createin classInanimate- Parameters:
startPos- the initial position of the newGameElement.options- optional parameters that may determine additional behavior of theGameElement.- Returns:
- the newly created
GameElement.
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getPrototype
Get the prototype of the EndTrigger.- Returns:
- the prototype
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destroy
public void destroy()Description copied from class:GameElementMethod that, upon call, signals that this
GameElementis supposed to be deleted in the next logicLoop of theIScene.Note: The underlying
GameElementmight go through several collisions and be rendered multiple times before it is actually deleted.- Overrides:
destroyin classGameElement
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getZHint
Description copied from class:GameElement- Overrides:
getZHintin classGameElement- Returns:
nullif no hint, otherwise the expected position
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