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Searched refs:SortConstants (Results 1 – 6 of 6) sorted by relevance

/external/replicaisland/src/com/replica/replicaisland/
DHudSystem.java295 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()
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DLevelBuilder.java87 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()
DSortConstants.java19 public class SortConstants { class
DGameObjectFactory.java869 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);
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DDebugSystem.java78 render.scheduleForDraw(bitmap, mWorkVector, SortConstants.HUD, true); in drawShape()
DLevelSystem.java115 int currentPriority = SortConstants.BACKGROUND_START + 1; in loadLevel()