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.blindtigergames.werescrewed.debug.SBox2DDebugRenderer.java

License:Apache License

public SBox2DDebugRenderer(float _box_to_world_scale, boolean drawBodies, boolean drawJoints, boolean drawAABBs,
        boolean drawInactiveBodies, boolean drawVelocities) {

    box_to_world_scale = _box_to_world_scale;

    // next we setup the immediate mode renderer
    renderer = new ShapeRenderer();
    renderer.scale(box_to_world_scale, box_to_world_scale, 1);

    lower = new Vector2();
    upper = new Vector2();

    // initialize vertices array
    for (int i = 0; i < vertices.length; i++)
        vertices[i] = new Vector2();

    this.drawBodies = drawBodies;
    this.drawJoints = drawJoints;
    this.drawAABBs = drawAABBs;
    this.drawInactiveBodies = drawInactiveBodies;
    this.drawVelocities = drawVelocities;
}

From source file:com.bss.game.Hook.java

License:Apache License

public Hook(float x, float y, World world) {
    super(x, y, 45f, 45f);
    this.world = world;
    //state = GOING_UP;
    state = STILL;/*from   www .j av  a 2  s. c  o m*/
    //velocity.set(30f, 30f);
    //hookingNow = true;
    maxReached = false;
    firstUpdate = true;
    direction = new Vector2();
    movement = new Vector2();
    velocity.set(0f, 5f);
    hookingVelocity = new Vector2();
    circleBounds = new Circle(position.x + 23f, position.y + 23f, 23f);
}

From source file:com.bss.game.World.java

License:Apache License

public World(WorldListener listener) {
    this.slappy = new SlappySeal(-10f, 95f);
    ///*  w  w  w .jav a 2s.co m*/
    this.hook = new Hook(80f, 250f, this);
    //this.boot = new Boot(480f, 400f, this, 0);
    //this.trout = new Trout(200f, 800f, this, 0);
    pointPosition = new Vector2();
    //this.hook.velocity.setAngle(90f);
    //
    /*this.platforms = new ArrayList<Platform>();
    this.springs = new ArrayList<Spring>();
    this.squirrels = new ArrayList<Squirrel>();
    this.coins = new ArrayList<Coin>();*/
    this.listener = listener;
    rand = new Random();
    //generateLevel();

    //this.heightSoFar = 0;
    //this.score = 0;

    time = 10;
    timeText = "" + time;
    layout = new GlyphLayout(Assets.font, timeText, Color.YELLOW, 0f, 0, false);
    //layout.setText(font, timeText, Color.BLACK, 0f, 0, false);

    this.state = WORLD_STATE_RUNNING;
    i = new Intersector();
    eh = new EllipseHit(10);

    enemies = new ArrayList<EnemyGameObject>();
    hookedEnemies = new ArrayList<EnemyGameObject>();
    setEnemiesFirst();
    hookedFish = 0;
}

From source file:com.disc.jammers.boxsprite.players.Player.java

public Player(World world, EventQueue queue, AssetManager manager, int player) {
    super(queue, manager);

    destination = new Vector2();
    slidingDest = new Vector2();
    playerObject = new EventObject();

    upperBound = new Table.DebugRect();
    lowerBound = new Table.DebugRect();
    midBound = new Table.DebugRect();
    playerRec = new Table.DebugRect();

    bound = new ShapeRenderer();

    isPlayerA = player == 0;//from   w w  w. j a  v a2  s .  com

    this.world = world;
}

From source file:com.dongbat.game.buff.effects.AttractedToSource.java

@Override
public void durationStart(World world, Entity source, Entity t) {
    MovementUtil.disableMovement(t);//w w w . ja  v a 2 s . c om
    PhysicsUtil.setVelocity(world, t, new Vector2());
}

From source file:com.dongbat.game.buff.effects.AttractedToSource.java

@Override
public void durationEnd(World world, Entity source, Entity target) {
    MovementUtil.enableMovement(target);
    PhysicsUtil.setVelocity(world, target, new Vector2());
}

From source file:com.dongbat.game.buff.effects.Respawn.java

@Override
public void durationStart(World world, Entity source, Entity target) {
    PhysicsUtil.setRadius(source.getWorld(), source, 0f);
    EntityUtil.getComponent(world, target, Stats.class).setAllowComsumming(false);
    EntityUtil.getComponent(world, target, Stats.class).setConsumable(false);
    PhysicsUtil.setVelocity(world, target, new Vector2());
    EntityUtil.getComponent(world, target, UnitMovement.class).setDisabled(true);
    if (WorldQueryUtil.isAiUnit(world, target.getId())) {
        PhysicsUtil.setPosition(target.getWorld(), target, new Vector2(150, 150));
    }/* ww w. j  av  a 2s  . c om*/
}

From source file:com.dongbat.game.util.factory.EntityFactory.java

/**
 * Create player unit and add to world/* ww  w .  j a va 2 s. c  o m*/
 *
 * @param world artemis world
 * @param type
 * @param position spawn position
 * @return Player entity that was just created
 */
public static Entity createPlayer(World world, Vector2 position, String type) {
    Entity e = world.createEntity(UUID.randomUUID());
    CollisionComponent collision = new CollisionComponent();

    UnitType unitType = new UnitType(type);
    UnitInfo info = UnitRegistry.get(type);

    String abilities = info.getAbilities();

    AbilityComponent abilityComponent = new AbilityComponent();
    AbilityUtil.abilityComponentFilled(abilities, abilityComponent);

    Stats stats = new Stats();
    stats.setBaseRateSpeed(info.getBaseSpeedRate());

    Physics physics = new Physics();
    physics.setBody(PhysicsUtil.createBody(PhysicsUtil.getPhysicsWorld(world), position, info.getRadius(), e));
    physics.getBody().setUserData(UuidUtil.getUuid(e));

    UnitMovement movement = new UnitMovement();
    movement.setDirectionVelocity(new Vector2());
    movement.setDisabled(false);

    Player player = new Player();

    Display display = new Display();

    e.edit().add(abilityComponent).add(unitType).add(new BuffComponent()).add(physics).add(stats).add(player)
            .add(movement).add(new Detection()).add(collision).add(display);

    display.setPosition(PhysicsUtil.getPosition(world, e));
    display.setRadius(PhysicsUtil.getRadius(world, e));
    display.setRotation(EntityUtil.getComponent(world, e, UnitMovement.class).getDirectionVelocity().angle());
    //        TextureAtlas move = AssetUtil.getUnitAtlas().get("move");
    //        Animation animation = new Animation(0.1f, move.getRegions());
    //    animation.setPlayMode(Animation.PlayMode.LOOP);
    //    display.setDefaultAnimation(new AnimatedSprite(animation));
    display.setDefaultAnimation(AnimationUtil.getUnitAnimation());
    return e;
}

From source file:com.dongbat.game.util.factory.EntityFactory.java

/**
 * Create Food with box2d Steering behavior
 *
 * @param world artemis world//www.j a va 2  s .  co m
 * @param position spawn position
 * @return Food entity that was just created
 */
public static Entity createFood(World world, Vector2 position, UUID parent) {
    Entity e = world.createEntity(UUID.randomUUID());
    Physics physics = new Physics();
    physics.setBody(PhysicsUtil.createBody(PhysicsUtil.getPhysicsWorld(world), position, FOOD_RADIUS, e));
    physics.getBody().setUserData(UuidUtil.getUuid(e));

    Stats s = new Stats();
    s.setConsumable(true);
    s.setAllowComsumming(false);
    s.setParent(parent);

    UnitMovement movement = new UnitMovement();
    movement.setDirectionVelocity(new Vector2());

    Display display = new Display();

    e.edit().add(new CollisionComponent()).add(physics).add(s).add(new Food()).add(movement)
            .add(new Detection()).add(new BuffComponent()).add(display);

    display.setPosition(PhysicsUtil.getPosition(world, e));
    display.setRadius(PhysicsUtil.getRadius(world, e));
    display.setRotation(EntityUtil.getComponent(world, e, UnitMovement.class).getDirectionVelocity().angle());
    display.setDefaultAnimation(AnimationUtil.getHotFood());
    return e;
}

From source file:com.dongbat.game.util.factory.UnitFactory.java

/**
 * Create projectile unit/*from   w  ww . j a  v  a  2s .  co  m*/
 *
 * @param world artemis world
 * @param parent entity that execute that projectile unit
 * @param position spawn position
 * @param radius unit radius
 * @return projectile unit that was just created
 */
public static Entity createProjectileUnit(World world, Entity parent, Vector2 position, float radius,
        boolean allowConsumming, boolean consumable, boolean feedParent) {
    Entity e = world.createEntity(UUID.randomUUID());

    Stats stats = new Stats();
    stats.setAllowComsumming(allowConsumming);
    stats.setConsumable(consumable);
    stats.setParent(world.getManager(UuidEntityManager.class).getUuid(parent));
    stats.setFeedParent(feedParent);

    Physics physics = new Physics();
    physics.setBody(PhysicsUtil.createBody(PhysicsUtil.getPhysicsWorld(world), position, radius, e));
    physics.getBody().setUserData(UuidUtil.getUuid(e));
    physics.getBody().setBullet(true);
    e.edit().add(physics);

    UnitMovement movement = new UnitMovement();
    movement.setDirectionVelocity(new Vector2());

    Display display = new Display();
    e.edit().add(stats).add(new Player(false)).add(new BuffComponent()).add(new SubUnit())
            .add(new CollisionComponent()).add(new Detection()).add(movement).add(display);

    display.setPosition(PhysicsUtil.getPosition(world, e));
    display.setRadius(PhysicsUtil.getRadius(world, e));
    display.setRotation(EntityUtil.getComponent(world, e, UnitMovement.class).getDirectionVelocity().angle());
    //        TextureAtlas move = AssetUtil.getUnitAtlas().get("hot_food");
    Animation animation = new Animation(0.1f, new TextureRegion(AssetUtil.cold));
    animation.setPlayMode(Animation.PlayMode.LOOP);
    display.setDefaultAnimation(new AnimatedSprite(animation));

    return e;
}