Package com.googlecode.jumpnevolve.graphics.gui

Examples of com.googlecode.jumpnevolve.graphics.gui.InterfaceFunction


  }

  private void setFigures(String avaiableFigures, String startFigure) {
    String figures[] = avaiableFigures.split(",");
    for (String figure : figures) {
      InterfaceFunction curNum = InterfaceFunctions.ERROR;
      if (figure.equals("RollingBall")) {
        curNum = InterfaceFunctions.FIGURE_ROLLING_BALL;
      } else if (figure.equals("JumpingCross")) {
        curNum = InterfaceFunctions.FIGURE_JUMPING_CROSS;
      }
      this.figureList.put(curNum, this.getNewFigure(curNum));
    }
    InterfaceFunction curNum = InterfaceFunctions.ERROR;
    if (startFigure.equals("RollingBall")) {
      curNum = InterfaceFunctions.FIGURE_ROLLING_BALL;
    } else if (startFigure.equals("JumpingCross")) {
      curNum = InterfaceFunctions.FIGURE_JUMPING_CROSS;
    }
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    this.gui.draw(g);
  }

  @Override
  public void mouseClickedAction(InterfaceObject object) {
    InterfaceFunction function = object.getFunction();
    if (function == InterfaceFunctions.FIGURE_ROLLING_BALL
        || function == InterfaceFunctions.FIGURE_JUMPING_CROSS) {
      this.changeFigure((InterfaceFunctions) function);
    } else if (function == InterfaceFunctions.LEVEL_EXIT) {
      this.exitLevel();
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  @Override
  public void mouseClickedAction(InterfaceObject object) {
    // Zum SubMenu switchen, wenn die Funktion des Objekts das SubMenu ist
    // TODO: Besser beim Loslassen der Maustaste die Aktion ausführen
    InterfaceFunction function = object.getFunction();
    if (function instanceof SubMenu) {
      this.switchTo(function.getFunctionName().split("_")[1]);
    } else if (function == InterfaceFunctions.MENU_EDITOR) {
      try {
        Engine.getInstance().switchState(
            new Editor(this, this.getWidth(), this.getHeight(), 1));
      } catch (IOException e) {
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  }

  @Override
  public void mouseClickedAction(InterfaceObject object) {
    this.guiAction = true;
    InterfaceFunction function = object.getFunction();
    if (!Dialog.isAnyDialogActive()) {
      // Aktionen, wenn kein Dialog aktiv ist
      if (function instanceof GameObjects) {
      } else if (function == InterfaceFunctions.EDITOR_DELETE) {
        this.nextDelete = true;
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