List of usage examples for com.badlogic.gdx.math Vector2 scl
@Override
public Vector2 scl(Vector2 v)
From source file:com.forerunnergames.peril.client.ui.screens.game.play.modes.classic.playmap.actors.DefaultCountry.java
License:Open Source License
public DefaultCountry(final CountryImages<CountryPrimaryImageState, CountryPrimaryImage> primaryImages, final CountryImages<CountrySecondaryImageState, CountrySecondaryImage> secondaryImages, final CountryImageData imageData, final CountryArmyText armyText, final Vector2 playMapReferenceSize) { Arguments.checkIsNotNull(primaryImages, "primaryImages"); Arguments.checkIsNotNull(secondaryImages, "secondaryImages"); Arguments.checkIsNotNull(imageData, "imageData"); Arguments.checkIsNotNull(armyText, "armyText"); Arguments.checkIsNotNull(playMapReferenceSize, "playMapReferenceSize"); this.primaryImages = primaryImages; this.secondaryImages = secondaryImages; this.imageData = imageData; this.armyText = armyText; final Vector2 referenceToActualPlayMapSpaceScaling = PlayMapSettings .referenceToActualPlayMapScaling(playMapReferenceSize); final Vector2 tempPosition = new Vector2(imageData.getReferenceDestination()); tempPosition.y = playMapReferenceSize.y - tempPosition.y; tempPosition.scl(referenceToActualPlayMapSpaceScaling); group.setName(imageData.getCountryName()); group.setTransform(false);//from ww w. j ava 2 s. com for (final CountryPrimaryImage primaryImage : primaryImages.getAll()) { primaryImage.setVisible(false); primaryImage.setPosition(tempPosition); primaryImage.setScale(referenceToActualPlayMapSpaceScaling); group.addActor(primaryImage.asActor()); } for (final CountrySecondaryImage countrySecondaryImage : secondaryImages.getAll()) { countrySecondaryImage.setVisible(false); countrySecondaryImage.setPosition(tempPosition); countrySecondaryImage.setScale(referenceToActualPlayMapSpaceScaling); group.addActor(countrySecondaryImage.asActor()); } changePrimaryStateTo(primaryImageState); changeSecondaryStateTo(secondaryImageState); }
From source file:com.github.skittishSloth.openSkies.battles.ships.PlayerShip.java
public void moveForward(final float delta) { velocity.setAngle(rotation + 90);/*from ww w.j av a 2 s . c o m*/ final Vector2 dv = velocity.cpy(); dv.scl(delta); position.add(dv); }
From source file:com.github.skittishSloth.openSkies.battles.ships.PlayerShip.java
public void moveBackward(final float delta) { velocity.setAngle(rotation + 90);//from w w w.j a v a2 s . c o m final Vector2 dv = velocity.cpy(); dv.scl(delta); position.sub(dv); }
From source file:com.github.skittishSloth.openSkies.battles.ships.PlayerShip.java
public void bankLeft(final float delta) { bankVelocity.setAngle(rotation);// www . java 2 s. c om final Vector2 dv = bankVelocity.cpy(); dv.scl(delta); position.sub(dv); }
From source file:com.github.skittishSloth.openSkies.battles.ships.PlayerShip.java
public void bankRight(final float delta) { bankVelocity.setAngle(rotation);// w w w .j a v a 2 s.co m final Vector2 dv = bankVelocity.cpy(); dv.scl(delta); position.add(dv); }
From source file:com.github.unluckyninja.defenseofhuman.model.entity.Rope.java
License:Open Source License
public Rope(GameWorld gameWorld, Body body, Vector2 direction) { this.gameWorld = gameWorld; world = body.getWorld();// w w w .ja v a 2 s.co m bodyA = body; // ??? Vector2 oriPosition = new Vector2(body.getPosition()); if (direction.equals(Vector2.Zero)) { direction = Vector2.X; } Vector2 dir = new Vector2(direction); dir.nor(); Vector2 distance = dir.scl(width / 2 * 1.25f); // ,?1/4,? // ?body bodyDef.angle = (float) Math.toRadians(dir.angle()); bodyDef.position.set(distance.add(oriPosition)); bodyDef.linearDamping = 0.3f; bodyDef.type = BodyDef.BodyType.DynamicBody; Body piece = body.getWorld().createBody(bodyDef); piece.setGravityScale(0.1f); // ? // ??,???? fixtureDef.isSensor = true; fixtureDef.density = 0.001f; polygonShape.setAsBox(width / 2, height / 2); fixtureDef.shape = polygonShape; piece.createFixture(fixtureDef); // ? RevoluteJointDef rjDef = new RevoluteJointDef(); rjDef.bodyA = body; rjDef.bodyB = piece; rjDef.localAnchorA.x = 0; rjDef.localAnchorA.y = 0; rjDef.localAnchorB.x = -width / 2 * 1.25f; rjDef.localAnchorB.y = 0; joints.add(body.getWorld().createJoint(rjDef)); pieces.add(piece); piece.setUserData(this); }
From source file:com.gmail.emersonmx.asteroids.util.ConverterUtil.java
License:Open Source License
public static Vector2 pixelToUnit(Vector2 value) { return value.scl(1 / PIXELS_PER_UNIT); }
From source file:com.gmail.emersonmx.asteroids.util.ConverterUtil.java
License:Open Source License
public static Vector2 unitToPixel(Vector2 value) { return value.scl(PIXELS_PER_UNIT); }
From source file:com.jmolina.orb.elements.LinearMagnetic.java
License:Open Source License
/** * Devuelve la fuerza que ejerce este elemento sobre un punto dado. * * La fuerza es cero si la proyeccin del punto sobre el eje del elemento cae fuera del segmento * del elemento./*w w w. j a va 2s . co m*/ * * @param point Punto expresado en unidades del mundo */ @Override public Vector2 getForce(Vector2 point) { Vector2 force = new Vector2(0, 0); if (closeRange(point)) { if (insideField(point)) { float factor = MAX_FORCE * (getThreshold() - distanceLine(point)) / getThreshold(); force.set(Utils.normal(getSegment())); force.scl(factor); if (getPolarity() == Polarity.REPULSIVE) force.scl(-1); } } return force; }
From source file:com.jmolina.orb.elements.RadialMagnetic.java
License:Open Source License
/** * Devuelve la fuerza que ejerce este elemento sobre un punto dado. * <p>// w w w .ja v a2 s .co m * La frmula de la atraccin est simplificada: * - Slo depende de la inversa de la distancia, siempre que el punto haya sobrepasado el umbral. * - Slo se computan los centroides (i.e. no se atrae el Orb si su centroide no cae dentro del * campo de actuacin). * * @param point Punto expresado en unidades del mundo */ @Override public Vector2 getForce(Vector2 point) { Vector2 force = new Vector2(0, 0); if (belowThreshold(point)) { float factor = MAX_FORCE * (getThreshold() - distance(point)) / getThreshold(); Vector2 direction = getPosition().sub(point).nor(); force.set(direction).scl(factor); if (getPolarity() == Polarity.REPULSIVE) force.scl(-1); } return force; }