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ParticleController.start
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How to use
start
method
in
com.badlogic.gdx.graphics.g3d.particles.ParticleController

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.start (Showing top 19 results out of 315)

  • Common ways to obtain ParticleController
private void myMethod () {
ParticleController p =
  • Codota IconArray array;array.get(index)
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}
origin: libgdx/libgdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    particleControllerChannel.data[i].start();
  }
}
origin: libgdx/libgdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    particleControllerChannel.data[i].start();
  }
}
origin: libgdx/libgdx

/** Reset the simulation. */
public void reset () {
  end();
  start();
}
origin: libgdx/libgdx

/** Reset the simulation. */
public void reset () {
  end();
  start();
}
origin: libgdx/libgdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    ParticleController controller = pool.obtain();
    controller.start();
    particleControllerChannel.data[i] = controller;
  }
}
origin: libgdx/libgdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    ParticleController controller = pool.obtain();
    controller.start();
    particleControllerChannel.data[i] = controller;
  }
}
origin: libgdx/libgdx

public void start () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).start();
}
origin: libgdx/libgdx

public void start () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).start();
}
origin: libgdx/libgdx

private void addEmitter(	float[] colors, Texture particleTexture, 
                          Vector3 translation, 
                          Vector3 actionAxis, float actionRotation){
  ParticleController controller = createBillboardController(colors, particleTexture);
  controller.init();
  controller.start();
  emitters.add(controller);
  controller.translate(translation);
  ui.addAction(new RotationAction(controller, actionAxis, actionRotation));
}
origin: libgdx/libgdx

} else {
  if (continuous && emit && emissionMode == EmissionMode.Enabled)
    controller.start();
  else
    emit = false;
origin: libgdx/libgdx

} else {
  if (continuous && emit && emissionMode == EmissionMode.Enabled)
    controller.start();
  else
    emit = false;
origin: libgdx/libgdx

@Override
protected void removePanel () {
  super.removePanel();
  editor.getEmitter().influencers.removeValue(value, true);
  editor.getEmitter().init();
  editor.getEmitter().start();
  editor.reloadRows();
}
origin: libgdx/libgdx

@Override
protected void removePanel () {
  super.removePanel();
  editor.getEmitter().influencers.removeValue(value, true);
  editor.getEmitter().init();
  editor.getEmitter().start();
  editor.reloadRows();
}
origin: com.badlogicgames.gdx/gdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    particleControllerChannel.data[i].start();
  }
}
origin: com.badlogicgames.gdx/gdx

/** Reset the simulation. */
public void reset () {
  end();
  start();
}
origin: com.badlogicgames.gdx/gdx

@Override
public void activateParticles (int startIndex, int count) {
  for (int i = startIndex, c = startIndex + count; i < c; ++i) {
    ParticleController controller = pool.obtain();
    controller.start();
    particleControllerChannel.data[i] = controller;
  }
}
origin: com.badlogicgames.gdx/gdx

public void start () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).start();
}
origin: com.badlogicgames.gdx/gdx-tools

@Override
protected void removePanel () {
  super.removePanel();
  editor.getEmitter().influencers.removeValue(value, true);
  editor.getEmitter().init();
  editor.getEmitter().start();
  editor.reloadRows();
}
origin: com.badlogicgames.gdx/gdx

} else {
  if (continuous && emit && emissionMode == EmissionMode.Enabled)
    controller.start();
  else
    emit = false;
com.badlogic.gdx.graphics.g3d.particlesParticleControllerstart

Javadoc

Start the simulation.

Popular methods of ParticleController

  • <init>
  • init
    Initialize the controller. All the sub systems will be initialized and binded to the controller. Mus
  • copy
  • dispose
  • end
    End the simulation.
  • draw
    Updates the renderer used by this controller, usually this means the particles will be draw inside a
  • setTransform
    Sets the current transformation to the given one.
  • translate
    Postmultiplies the current transformation with a translation matrix represented by the given transla
  • update
    Updates the particles data
  • activateParticles
    Generally called by the Emitter. This method will notify all the sub systems that a given amount of
  • allocateChannels
  • bind
    Bind the sub systems to the controller Called once during the init phase.
  • allocateChannels,
  • bind,
  • calculateBoundingBox,
  • findIndex,
  • findInfluencer,
  • getBoundingBox,
  • isComplete,
  • killParticles,
  • load

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