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other to the coordinates.
other to the elements.
other to the components.
b to the universe, which is also set
to be the owner of the body.
b to the universe, which is also set
to be the owner of the body.
c to the collision notifications.
p.
dt seconds and updates the position,
velocity, and rotation of the player accordingly.
dt seconds and
updates the position, velocity and lifetime of the body accordingly.
dt seconds and
updates the position and velocity of the body accordingly.
dt seconds and
updates its bodies accordingly.
s,
team name t, number n,
position p, helmet color h,
and jersey color j.
in.
in.
other.
m and
the radius r.
m,
the radius r and the position p.
m,
the radius r, the position p
and the velocity v.
m,
the radius r, the position p,
the velocity v and the acceleration a.
t
in the universe.
px,
py) and a radius r
px,
py), a radius r, a start angle a,
and an angular extent e.
p
and a radius r
p,
a radius r, a start angle a,
and an angular extent e.
px1,
py1) to point (px2, py2).
p1 to
point p2.
t
in the universe.
p.
p, where p
is from the range [0.0, 1.0].
true, if player can reach the puck
p.
px, py)
radius r, width w and color c.
bc and pc to be elastic.
s,
team name t, number n,
position p, helmet color h,
and jersey color j.
Color object that is used for drawing
the outline.
Color object that is used for drawing
the outline.
v1 and v2 for order.
o.
t.
p.
p,
where p is from the range [0.0, 1.0].
other.
other.
other.
other.
e.
o is of the type Tuple2 and
the elements of o are equal to the
corresponding elements in this tuple.
s.
s.
s and kinetic friction coefficient k.
m,
the radius r and friction f.
m,
the radius r, the position p
and friction f.
m,
the radius r, the position p,
the velocity v and friction f.
m,
the radius r, the position p,
the velocity v, the acceleration a
and friction f.
null
if the universe is infinite.
Universe.CollisionNotification.getParticle(int).
null
if the universe is infinite.
null
if the universe is infinite.
null if
it has no owner.
ith counterpart of the collision.
p.
home == true,
otherwise the score for the visiting team.
true if the iteration has more elements.
true, if the positions are not exhausted.
a
radians clockwise.
a in radians.
p[X_COORDINATE], p[Y_COORDINATE])
from the player's current location.
x, y) from the player's current
location.
Point2 objects.
other.
other.
other.
other.
other.
c are notified.
p are notified.
true if the particle is corporeal or
false if the particle is ethereal.
other within the next dt seconds.
true, if the bounding box of the path
(x1, y1)-(x2, y2)
of a circle with a radius r crosses the boundary;
otherwise, returns false.
true, if the bounding box of the path
(x1, y1)-(x2, y2)
of a circle with a radius r crosses the boundary curve;
otherwise, returns false.
true, if the bounding box of the path
(x1, y1)-(x2, y2)
of a circle with a radius r crosses the boundary line;
otherwise, returns false.
true, if the line (x1,
y1)-(x2, y2)
crosses the boundary; otherwise, returns false.
true, if the line (x1,
y1)-(x2, y2)
crosses the boundary curve; otherwise, returns false.
true, if the line (x1,
y1)-(x2, y2)
crosses the boundary line; otherwise, returns false.
true, if h == true and
the home team commits a foul, or if h == false
and the visiting team commits a foul.
p
is not taken already.
true, if the game is over.
true, if the game is stopped.
true, if h == true and
the home team has scored, or if h == false
and the visiting team has scored.
true, if h == true and
the home team goalie keeps the puck, or if h == false
and the visiting team goalie keeps the puck.
true, if this is the home team.
true if the player belongs to the home team.
true, if h == true and
the home team causes an icing, or if h == false
and the visiting team causes an icing.
true if a collision between the body
b and the particle p is inelastic; otherwise,
returns false.
true if collisions between instances of the classes
bc and pc are inelastic; otherwise,
returns false.
true if the player
belongs to the home team; otherwise returns
false.
true, if h == true and
the home team is interfering the goalie, or if h == false
and the visiting team is interfering the goalie.
other resides in the
same coordinate quadrant as this vector.
true, if the player has
joined a game.
true if the view uses the normal coordinate
system.
true, if h == true and
the home team causes an offside, or if h == false
and the visiting team causes an offside.
other.
true, if the puck has become
unplayable.
true if the puck has become
unplayable.
true if the puck is within the
reach of the player.
true if the view uses the screen coordinate
system.
p keep the puck, if possible.
d meters from center
with length l, width w and
color c.
m,
the radius r and the lifetime lt.
m,
the radius r, the lifetime lt
and the position p.
m,
the radius r, the lifetime lt,
the position p
and the velocity v.
m,
the radius r, the lifetime lt,
the position p,
the velocity v and the acceleration a.
value.
s.
Graphics2D context.
m,
the radius r and the orientation o.
m,
the radius r, the orientation o
and the position p.
m,
the radius r, the orientation o,
the position p
and the velocity v.
m,
the radius r, the orientation o,
the position p,
the velocity v and the acceleration a.
Paint object that is used for filling
the shape.
Paint object that is used for filling
the shape.
p.
other to this
vector.
p.
null.
b from the universe and sets its
owner to null.
b from the universe and sets its
owner to null.
c from the collision notifications.
u.
react method.
s.
other.
g.
other.
other.
source to the point
target.
other.
other.
a.
g.
h and
jersey color to j.
dx.
dy.
e.
v.
f.
h.
bc and pc to be inelastic.
j.
k.
lt seconds.
m.
n.
s.
f
n.
n.
o.
u.
s.
p.
p.
r.
v.
s.
s.
f
t.
v.
r.
x.
y.
z.
Graphics2D context. Shape object that defines the appearance
of the object.
Shape object that defines the appearance
of the object.
Graphics2D context. Shapable
objects. s.
s
with the zoom factor z.
s
with the zoom factor z using the screen coordinate
system if c == true or the normal coordinate
system if c == false.
p,
where p is from the range [0.0, 1.0].
p shoot the puck with the proportional
power s, if possible.
Universe.bodySize().
Universe.bodySize(Class).
px, py)
radius r and color c.
Stroke object that is used for drawing
the outline.
Stroke object that is used for drawing
the outline.
source according to this vector.
v.
p according to the type
of the universe.
Body objects.
Body object and a Particle
object that have been the counterparts in a collision. b1
and b2
b
and the particle p
source to this point.
target.
Point2 objects.
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