I would like to use getNeighbors() and remove the neighbors around my actor. I know getNeighbors returns a list, so how do I use the remove() method which only removes an actor?


1 2 3 4 5 6 | neighbors = getNeighbors( 1 , true , Bee. class ); while (neighbors.size() > 1 ) { getWorld().removeObjects(neighbors); } getWorld().remove(getOneIntersectingObject(Bee. class )); |
1 2 3 4 5 | List neighbors = getNeighbors( 1 , true , Bee. class ); if (!neighbors.isEmpty()) { getWorld().remove((Actor)neighbors.get(Greenfoot.getRandomNumber(neighbors.size()))); } |
1 2 3 4 | List neighbors = getNeighbours( 1 , true , Bee. class ); if (!neighbors.isEmpty()) { getWorld().removeObject((Actor) neighbors.get(Greenfoot.getRandomNumber(neighbors.size()))); } |
1 | getWorld().removeObjects(getNeighbours( 1 , true , Bee. class )); |
1 2 3 4 5 | public void explode() { getWorld().removeObjects(getNeighbors( 1 , true , Bee. class )); } |
1 | for (Object obj : getNeighbors( 1 , true , Bee. class )) getWorld().remove((Actor)obj); |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 | /** * Remove an object from the world. * * @param object the object to remove */ public void removeObject(Actor object) { if (object == null || object.world != this ) { return ; } objectsDisordered.remove(object); collisionChecker.removeObject(object); if (objectsDisordered != objectsInActOrder && objectsInActOrder != null ) { objectsInActOrder.remove(object); } else if (objectsDisordered != objectsInPaintOrder && objectsInPaintOrder != null ) { objectsInPaintOrder.remove(object); } object.setWorld( null ); } /** * Remove a list of objects from the world. * * @param objects A list of Actors to remove. */ @SuppressWarnings ( "unchecked" ) public void removeObjects(Collection<? extends Actor> objects) { for (Iterator<? extends Actor> iter = objects.iterator(); iter.hasNext();) { Actor actor = iter.next(); removeObject(actor); } } |
1 | for (Object obj : getNeighbors( 1 , true , Bee. class )) getWorld().remove((Actor)obj); |