Searched refs:SortConstants (Results 1 – 6 of 6) sorted by relevance
/external/replicaisland/src/com/replica/replicaisland/ |
D | HudSystem.java | 295 render.scheduleForDraw(mFuelBackgroundDrawable, location, SortConstants.HUD, false); in update() 304 render.scheduleForDraw(bitmap, location, SortConstants.HUD + 1, false); in update() 327 render.scheduleForDraw(bitmap, mFlyButtonLocation, SortConstants.HUD, false); in update() 347 render.scheduleForDraw(bitmap, mStompButtonLocation, SortConstants.HUD, false); in update() 377 …duleForDraw(mMovementSliderBaseDrawable, mMovementSliderBaseLocation, SortConstants.HUD, false); in update() 378 … render.scheduleForDraw(bitmap, mMovementSliderButtonLocation, SortConstants.HUD + 1, false); in update() 392 render.scheduleForDraw(mCoinDrawable, mCoinLocation, SortConstants.HUD, false); in update() 411 render.scheduleForDraw(mRubyDrawable, mRubyLocation, SortConstants.HUD, false); in update() 459 render.scheduleForDraw(bitmap, Vector2.ZERO, SortConstants.FADE, false); in update() 495 render.scheduleForDraw(mXDrawable, location, SortConstants.HUD, false); in drawNumber() [all …]
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D | LevelBuilder.java | 87 backgroundRender.setPriority(SortConstants.BACKGROUND_START); in buildBackground() 142 priority = SortConstants.OVERLAY; //hack! in addTileMapLayer() 193 if (render.getPriority() != SortConstants.OVERLAY) { in promoteForegroundLayer() 195 render.setPriority(SortConstants.FOREGROUND); in promoteForegroundLayer()
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D | SortConstants.java | 19 public class SortConstants { class
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D | GameObjectFactory.java | 869 render.setPriority(SortConstants.PLAYER); 998 jetRender.setPriority(SortConstants.PLAYER - 1); 1038 sparksRender.setPriority(SortConstants.PLAYER + 1); 1081 glowRender.setPriority(SortConstants.PLAYER + 1); 1230 render.setPriority(SortConstants.GENERAL_ENEMY); 1408 render.setPriority(SortConstants.GENERAL_ENEMY); 1621 render.setPriority(SortConstants.GENERAL_ENEMY); 1828 render.setPriority(SortConstants.GENERAL_ENEMY); 1977 render.setPriority(SortConstants.GENERAL_ENEMY); 2082 render.setPriority(SortConstants.GENERAL_ENEMY); [all …]
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D | DebugSystem.java | 78 render.scheduleForDraw(bitmap, mWorkVector, SortConstants.HUD, true); in drawShape()
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D | LevelSystem.java | 115 int currentPriority = SortConstants.BACKGROUND_START + 1; in loadLevel()
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