Example usage for com.badlogic.gdx.math Vector2 Vector2

List of usage examples for com.badlogic.gdx.math Vector2 Vector2

Introduction

In this page you can find the example usage for com.badlogic.gdx.math Vector2 Vector2.

Prototype

public Vector2() 

Source Link

Document

Constructs a new vector at (0,0)

Usage

From source file:com.axatrikx.solor.domain.Player.java

License:Apache License

public Player(LevelScreen screen, Vector2 bounds) {
    super(screen, Shape.CIRCLE, Color.GREEN, bounds, ObjectType.PLAYER);
    state = PlayerState.MOVING;//from  w  w  w. j  av  a2s. co  m
    velocity = new Vector2();
}

From source file:com.badlogic.gdx.ai.tests.steer.box2d.Box2dLocation.java

License:Apache License

public Box2dLocation() {
    this.position = new Vector2();
    this.orientation = 0;
}

From source file:com.badlogic.gdx.ai.tests.steer.scene2d.Scene2dLocation.java

License:Apache License

public Scene2dLocation() {
    this.position = new Vector2();
    this.orientation = 0;
}

From source file:com.badlydrawngames.veryangryrobots.mobiles.Robot.java

License:Apache License

public Robot() {
    width = Assets.robotWidth;//from w  ww.ja  va2  s  .com
    height = Assets.robotHeight;
    distance = max(width, height);
    fudge = distance * 0.25f;
    setState(INACTIVE);
    firingDirection = new Vector2();
    robotPos = new Vector2();
    playerPos = new Vector2();
    lineStart = new Vector2();
    lineEnd = new Vector2();
}

From source file:com.badlydrawngames.veryangryrobots.World.java

License:Apache License

/** Constructs a new {@link World}. */
public World(DifficultyManager difficultyManager) {
    this.difficultyManager = difficultyManager;
    notifier = new WorldNotifier();
    minX = 0;/* ww  w  .  j  a  va 2  s . c  om*/
    maxX = WALL_WIDTH * HCELLS;
    minY = 0;
    maxY = WALL_WIDTH * VCELLS;
    roomBounds = new Rectangle(minX, minY, maxX - minX, maxY - minY);
    player = new Player();
    captain = new Captain();
    playerPos = new Vector2();
    roomBuilder = new RoomBuilder(HCELLS, VCELLS);
    roomGrid = new Grid(HCELLS * 2, VCELLS * 2, maxX, maxY);

    shotPool = new Pool<PlayerShot>(MAX_PLAYER_SHOTS, MAX_PLAYER_SHOTS) {
        @Override
        protected PlayerShot newObject() {
            return new PlayerShot();
        }
    };

    robotPool = new Pool<Robot>(MAX_ROBOTS, MAX_ROBOTS) {
        @Override
        protected Robot newObject() {
            return new Robot();
        }
    };

    robotShotPool = new Pool<RobotShot>(MAX_ROBOT_SHOTS, MAX_ROBOT_SHOTS) {
        @Override
        protected RobotShot newObject() {
            return new RobotShot();
        }
    };
}

From source file:com.badlydrawngames.veryangryrobots.WorldView.java

License:Apache License

/** Constructs a new WorldView.
 * //from   w  ww . j  a  v  a  2  s. c  o  m
 * @param world the {@link World} that this is a view of.
 * @param presenter the interface by which this <code>WorldView</code> communicates the state of its controls. */
public WorldView(World world, StatusManager statusManager, Presenter presenter) {
    this.world = world;
    this.presenter = presenter;
    Rectangle bounds = world.getRoomBounds();
    worldMinX = bounds.x;
    worldMinY = bounds.y;
    worldWidth = bounds.width;
    worldHeight = bounds.height;
    worldMaxX = worldMinX + worldWidth;
    worldMaxY = worldMinY + worldHeight;
    // TODO: find some way of parameterising the viewport mode.
    worldCam = CameraHelper.createCamera2(ViewportMode.PIXEL_PERFECT, VIRTUAL_WIDTH, VIRTUAL_HEIGHT,
            Assets.pixelDensity);
    worldCam.update();
    spriteBatch = new SpriteBatch();
    spriteCache = new SpriteCache(SPRITE_CACHE_SIZE, true);
    spriteBatch.setProjectionMatrix(worldCam.combined);
    spriteCache.setProjectionMatrix(worldCam.combined);
    prevSpriteCache = new SpriteCache(SPRITE_CACHE_SIZE, true);
    prevSpriteCache.setProjectionMatrix(worldCam.combined);
    cacheTransform = new Matrix4();
    prevCacheTransform = new Matrix4();
    touchPoint = new Vector3();
    dragPoint = new Vector3();
    joystick = new Vector2();
    particleManager = new ParticleManager(MAX_PARTICLES, PARTICLE_SIZE);
    particleAdapter = new ParticleAdapter(world, particleManager);
    world.addWorldListener(particleAdapter);
    flyupManager = new FlyupManager();
    statusManager.addScoringEventListener(flyupManager);
    resetCaches();
}

From source file:com.barconr.games.marblegame.MarbleGameApp.java

License:Apache License

@Override
public void create() {
    Assets.load();/* w  ww.j av  a2 s  .c o  m*/
    physics = new Physics2D();
    physics.createFixtures(Assets.mazemap);
    if (render2D) {
        renderer2D = new Maze2Drenderer(Assets.mazemap, physics);
    } else {
        renderer3D = new Maze3Drenderer();
    }

    worldAccl = new Vector2();
    //System.out.println("Test!!!!!!!!!!!");

}

From source file:com.barconr.games.marblegame.Maze2Drenderer.java

License:Apache License

public Maze2Drenderer(TiledMap tm, Physics2D physics) {
    font = new BitmapFont();
    this.physics = physics;
    renderer = new Box2DDebugRenderer();
    ballLoc = new Vector2();
    map = tm;/*from w  w w  .j  a  v a2s  .  c  o  m*/

    camera = new OrthographicCamera(Assets.VIRTUAL_SCREEN_WIDTH, Assets.VIRTUAL_SCREEN_HEIGHT);
    camera.position.set(Assets.VIRTUAL_SCREEN_WIDTH / 2f, Assets.VIRTUAL_SCREEN_HEIGHT / 2f, 0);
    camera.update();

    //Load Marble Sprite
    marbleSprite = new Sprite(Assets.marble);
    marbleSprite.setBounds(0, 0, 16, 16);

    tilerender = new OrthogonalTiledMapRenderer(map);

    //createFixtures(Assets.mazemap);

    debugProj = new Matrix4(camera.combined);
    debugProj.scale(Assets.PIXELS_PER_METER, Assets.PIXELS_PER_METER, 1);
    batcher = new SpriteBatch();

    batcher.setProjectionMatrix(camera.combined);
    batcher.enableBlending();

    tilerender.setView(camera);

}

From source file:com.bladecoder.engine.ui.PieMenu2.java

License:Apache License

public PieMenu2(SceneScreen scr) {
    sceneScreen = scr;/* w  w  w .  j a va 2  s  .  co m*/
    font = scr.getUI().getSkin().getFont("desc");
    buttons = new Button[NUM_VERBS];
    endPositions = new Vector2[NUM_VERBS];

    for (int i = 0; i < NUM_VERBS; i++) {
        buttons[i] = new Button(scr.getUI().getSkin(), "pie_lookat");
        endPositions[i] = new Vector2();
        addActor(buttons[i]);

        buttons[i].addListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, com.badlogic.gdx.scenes.scene2d.Actor actor) {
                if (iActor != null) {
                    sceneScreen.runVerb(iActor, "lookat", null);
                }

                hide();
            }
        });
    }
}

From source file:com.blastedstudios.ledge.ui.postprocessing.filters.CrtScreen.java

License:Apache License

public CrtScreen(boolean barrelDistortion, RgbMode mode, int effectsSupport) {
    // @off/*from  w  ww .  ja  va 2  s.co m*/
    super(ShaderLoader.fromFile("screenspace", "crt-screen",
            (barrelDistortion ? "#define ENABLE_BARREL_DISTORTION\n" : "")
                    + (mode == RgbMode.RgbShift ? "#define ENABLE_RGB_SHIFT\n" : "")
                    + (mode == RgbMode.ChromaticAberrations ? "#define ENABLE_CHROMATIC_ABERRATIONS\n" : "")
                    + (isSet(Effect.TweakContrast.v, effectsSupport) ? "#define ENABLE_TWEAK_CONTRAST\n" : "")
                    + (isSet(Effect.Vignette.v, effectsSupport) ? "#define ENABLE_VIGNETTE\n" : "")
                    + (isSet(Effect.Tint.v, effectsSupport) ? "#define ENABLE_TINT\n" : "")
                    + (isSet(Effect.Scanlines.v, effectsSupport) ? "#define ENABLE_SCANLINES\n" : "")
                    + (isSet(Effect.PhosphorVibrance.v, effectsSupport)
                            ? "#define ENABLE_PHOSPHOR_VIBRANCE\n"
                            : "")
                    + (isSet(Effect.ScanDistortion.v, effectsSupport) ? "#define ENABLE_SCAN_DISTORTION\n"
                            : "")));
    // @on

    dodistortion = barrelDistortion;

    vtint = new Vector3();
    tint = new Color();
    chromaticDispersion = new Vector2();

    setTime(0f);
    setTint(1.0f, 1.0f, 0.85f);
    setDistortion(0.3f);
    setZoom(1f);
    setRgbMode(mode);

    // default values
    switch (mode) {
    case ChromaticAberrations:
        setChromaticDispersion(-0.1f, -0.1f);
        break;
    case RgbShift:
        setColorOffset(0.003f);
        break;
    case None:
        break;
    default:
        throw new GdxRuntimeException("Unsupported RGB mode");
    }
}