List of usage examples for com.badlogic.gdx.math Rectangle Rectangle
public Rectangle()
From source file:apps101.libgdx_demo.Game.java
License:Open Source License
@Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, CAMERA_WIDTH, CAMERA_HEIGHT); // the camera is like a window into our game world batch = new SpriteBatch(); /** Instantiate smiley face image **/ smileyface = new Texture(Gdx.files.internal("128px-Yellow_Happy.jpg")); rect_smiley = new Rectangle(); rect_smiley.width = 128; // "Yellow_Happy.jpg" is 128x128 pixels rect_smiley.height = 128;// w ww . j a v a 2 s . c o m rect_smiley.x = (CAMERA_WIDTH / 2) - (rect_smiley.width / 2); // center the image horizontally rect_smiley.y = (CAMERA_HEIGHT / 2) - (rect_smiley.height / 2); // center the image vertically /** Instantiate hello world image **/ helloworld = new Texture(Gdx.files.internal("helloworld.png")); rect_hello = new Rectangle(); rect_hello.width = 256; // "helloworld.png" is 256x64 pixels rect_hello.height = 64; rect_hello.x = (CAMERA_WIDTH / 2) - (rect_hello.width / 2); // center the image horizontally rect_hello.y = rect_smiley.y + 200; // place helloworld just above the smiley face }
From source file:ch.coldpixel.game.MapModel.java
void setMapModel(String mapString) { //remove linebreaks from string mapString = mapString.replaceAll("[\n\r]", ""); mapArray = Arrays.asList(mapString.split(";")); for (int j = arrTiles[0].length - 1; j >= 0; j--) { for (int i = arrTiles.length - 1; i >= 0; i--) { if (mapArray.get(x) != " ") { //Get Character from File at Position X and change type to numeric(int) arrTiles[i][j] = Integer.parseInt(mapArray.get(x)); //18;21;21;28;26;21;20;13 if (mapArray.get(x).equals("2") || mapArray.get(x).equals("18") || mapArray.get(x).equals("21") || mapArray.get(x).equals("28") || mapArray.get(x).equals("26") || mapArray.get(x).equals("20") || mapArray.get(x).equals("13")) { tmp = new Rectangle(); tmp.x = i * 16;// w w w. jav a 2 s. c om tmp.y = j * 16; tmp.width = 16; tmp.height = 16; arrCollision.add(tmp); } if (mapArray.get(x).equals("33")) { tmp = new Rectangle(); tmp.x = i * 16; tmp.y = j * 16; tmp.width = 16; tmp.height = 16; arrKillCollision.add(tmp); } } x++; } } }
From source file:com.android.ringfly.common.CollisionGeometry.java
License:Apache License
/** Creates this collision geometry. * @param runs the model-space rectangles that make up this object's collision geometry. */ public CollisionGeometry(Array<Rectangle> runs) { this.runs = runs; r = new Rectangle(); }
From source file:com.android.ringfly.common.GameObject.java
License:Apache License
public GameObject() { stateTime = 0.0f; inCollision = false; bounds = new Rectangle(); }
From source file:com.anhld.object.AbstractGameObject.java
License:Apache License
public AbstractGameObject() { position = new Vector2(); dimension = new Vector2(1, 1); origin = new Vector2(); scale = new Vector2(1, 1); rotation = 0;//from www.ja va 2s .com velocity = new Vector2(); terminalVelocity = new Vector2(1, 1); friction = new Vector2(); acceleration = new Vector2(); bounds = new Rectangle(); }
From source file:com.axatrikx.solor.view.DummyLevelScreen.java
License:Apache License
public DummyLevelScreen(Solor game) { super(game);//ww w . j av a 2s .c o m // load the images for the droplet and the bucket, 64x64 pixels each dropImage = new Texture(Gdx.files.internal("images/droplet.png")); bucketImage = new Texture(Gdx.files.internal("images/bucket.png")); // load the drop sound effect and the rain background "music" dropSound = Gdx.audio.newSound(Gdx.files.internal("sound/drop.mp3")); // create the camera and the SpriteBatch // create a Rectangle to logically represent the bucket bucket = new Rectangle(); bucket.x = GameProperties.GAME_VIEWPORT_WIDTH / 2 - 64 / 2; // center the bucket horizontally bucket.y = 20; // bottom left corner of the bucket is 20 pixels above // the bottom screen edge bucket.width = 64; bucket.height = 64; // create the raindrops array and spawn the first raindrop raindrops = new Array<Rectangle>(); spawnRaindrop(); }
From source file:com.axatrikx.solor.view.DummyLevelScreen.java
License:Apache License
private void spawnRaindrop() { Rectangle raindrop = new Rectangle(); raindrop.x = MathUtils.random(0, GameProperties.GAME_VIEWPORT_WIDTH - 64); raindrop.y = GameProperties.GAME_VIEWPORT_HEIGHT; raindrop.width = 64;//w ww . j a va 2 s. c om raindrop.height = 64; raindrops.add(raindrop); lastDropTime = TimeUtils.nanoTime(); }
From source file:com.badlydrawngames.veryangryrobots.Assets.java
License:Apache License
private static void initialiseGeometries() { playerWidth = toWidth(playerWalkingRight1); playerHeight = toHeight(playerWalkingRight1); robotWidth = toWidth(robotRight1);/*from ww w . ja va 2 s . c om*/ robotHeight = toHeight(robotRight1); captainWidth = toWidth(nemesis1); captainHeight = toHeight(nemesis1); playerShotWidth = toWidth(playerShot); playerShotHeight = toHeight(playerShot); robotShotWidth = toWidth(robotShot); robotShotHeight = toHeight(robotShot); particleWidth = PARTICLE_SIZE; particleHeight = PARTICLE_SIZE; // TODO: The below is a complete hack just to provide the player and captain with some collision geometry // so that he doesn't die when he's clearly not in contact with a wall, bullet or enemy. Ideally it would // be generated from the bitmap, or loaded. // Configure player collision geometry. Array<Rectangle> playerRectangles = new Array<Rectangle>(); Rectangle r = new Rectangle(); float x = (playerWidth * PLAYER_BORDER_WIDTH / 100.0f) / 2.0f; float y = (playerHeight * PLAYER_BORDER_HEIGHT / 100.0f) / 2.0f; float w = playerWidth - 2 * x; float h = playerHeight - 2 * y; setRectangle(r, x, y, w, h); playerRectangles.add(r); playerGeometry = new CollisionGeometry(playerRectangles); // Configure "captain" collision geometry. Array<Rectangle> captainRectangles = new Array<Rectangle>(); r = new Rectangle(); x = (captainWidth * CAPTAIN_BORDER_WIDTH / 100.0f) / 2.0f; y = (captainHeight * CAPTAIN_BORDER_HEIGHT / 100.0f) / 2.0f; w = captainWidth - 2 * x; h = captainHeight - 2 * y; setRectangle(r, x, y, w, h); captainRectangles.add(r); captainGeometry = new CollisionGeometry(captainRectangles); }
From source file:com.badlydrawngames.veryangryrobots.RoomBuilder.java
License:Apache License
public RoomBuilder(int hcells, int vcells) { this.hcells = hcells; this.vcells = vcells; mazeGenerator = new MazeGenerator(hcells, vcells); rectanglePool = new Pool<Rectangle>(MAX_RECTANGLES) { @Override/*from ww w .jav a2 s . com*/ protected Rectangle newObject() { return new Rectangle(); } }; }
From source file:com.bagon.matchteam.mtx.scene2d.AbstractActor.java
License:Apache License
public AbstractActor(Body p_Body) { super();//from w ww . j a va2 s . co m isBox2d = true; body = p_Body; this.userData = (UserData) body.getUserData(); screenRectangle = new Rectangle(); }