所以我做了一个CustomObject:
class CustomObject {
int v1;
String v2;
CustomObject(int v1, String v2) {
this.v1 = v1;
this.v2 = v2;
}
}
然后列出一个清单:
List<CustomObject> myList = new ArrayList<CustomObject>();
然后我使用for
将大量信息添加到此列表中for(ITS NOT NECESSARY){
CustomObject o1 = new CustomObject(AN INTEGER HERE,A STRING HERE);
myList.add(o1);
}
我想通过使用顺序为v1(THE INTEGER ONE)的Collectors.sort来订购它们。就像第一个将是v1具有最大价值的元素一样,依此类推。我不会&#39;我知道怎么样。我看着Javadoc但没找到它 代码应该是这样的
Collections.sort(myList, v1);
答案 0 :(得分:1)
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person & PhysicsCategory.Ground
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.frame.size.width/2+1, max: self.frame.size.width - ball.frame.size.width/2-1)
println(actualX)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
ball.runAction(SKAction.sequence([actionMove, actionMoveDone]), withKey: "action")
}