List of usage examples for com.badlogic.gdx.math Vector2 Vector2
public Vector2(float x, float y)
From source file:com.binarytenshi.nopassing.core.MapHandler.java
public static void initialize(int width, int height) { mapSize = new Vector2(width, height); StreetHandler.initialize();//from ww w. j av a2 s .c o m grassTile = new Texture(FileHelper.getFile(Path.Environment, "grass.png")); }
From source file:com.bitfire.postprocessing.filters.Flare.java
License:Apache License
public Flare(int width, int height) { super(ShaderLoader.fromFile("screenspace", "flare")); viewportInverse = new Vector2(1f / width, 1f / height); rebind();/*from w w w .j av a 2s . co m*/ }
From source file:com.bitfire.postprocessing.filters.FxaaFilter.java
License:Apache License
public FxaaFilter(int viewportWidth, int viewportHeight) { this(new Vector2(viewportWidth, viewportHeight), 1f / 128f, 1f / 8f, 8f); }
From source file:com.bitfire.postprocessing.filters.FxaaFilter.java
License:Apache License
public FxaaFilter(int viewportWidth, int viewportHeight, float fxaa_reduce_min, float fxaa_reduce_mul, float fxaa_span_max) { this(new Vector2(viewportWidth, viewportHeight), fxaa_reduce_min, fxaa_reduce_mul, fxaa_span_max); }
From source file:com.bitfire.postprocessing.filters.Glow.java
License:Apache License
public Glow(int width, int height) { super(ShaderLoader.fromFile("screenspace", "lightglow")); lightPositions = new float[N * 2]; lightViewAngles = new float[N]; lightColors = new float[N * 3]; viewport = new Vector2(width, height); rebind();//from w ww . j ava 2 s . com }
From source file:com.bitfire.postprocessing.filters.Lens2.java
License:Apache License
public Lens2(int width, int height) { super(ShaderLoader.fromFile("screenspace", "lensflare2")); viewportInverse = new Vector2(1f / width, 1f / height); rebind();//from w w w . ja v a2 s. c o m }
From source file:com.bitfire.postprocessing.filters.NfaaFilter.java
License:Apache License
public NfaaFilter(int viewportWidth, int viewportHeight) { this(new Vector2(viewportWidth, viewportHeight)); }
From source file:com.bitfire.postprocessing.filters.Scattering.java
License:Apache License
public Scattering(int width, int height) { super(ShaderLoader.fromFile("screenspace", "lightscattering")); lightPositions = new float[N * 2]; lightViewAngles = new float[N]; viewport = new Vector2(width, height); rebind();/*from ww w.ja v a 2s.c o m*/ }
From source file:com.bladecoder.engine.actions.GotoAction.java
License:Apache License
@Override public boolean run(VerbRunner cb) { float scale = EngineAssetManager.getInstance().getScale(); CharacterActor actor = (CharacterActor) World.getInstance().getCurrentScene().getActor(this.actor, false); if (target != null) { BaseActor target = World.getInstance().getCurrentScene().getActor(this.target, false); float x = target.getX(); float y = target.getY(); float targetBBoxWidth2 = 0; final float actorBBoxWidth2 = actor.getBBox().getBoundingRectangle().width / 2; if (!(target instanceof AnchorActor)) { targetBBoxWidth2 = target.getBBox().getBoundingRectangle().width / 2; }// w w w.j a v a 2 s .c o m switch (align) { case LEFT: x = x - targetBBoxWidth2 - actorBBoxWidth2; break; case RIGHT: x = x + targetBBoxWidth2 + actorBBoxWidth2; break; case CENTER: if (!(target instanceof SpriteActor)) x = x + targetBBoxWidth2; break; } if (distance != null) { x += distance.x; y += distance.y; } actor.goTo(new Vector2(x, y), wait ? cb : null); } else actor.goTo(new Vector2(pos.x * scale, pos.y * scale), wait ? cb : null); return wait; }
From source file:com.bladecoder.engine.actions.GotoAction.java
License:Apache License
/** * If 'player' is far from 'actor', we bring it close. If 'player' is closed * from 'actor' do nothing.//from ww w . j a v a2 s . co m * * TODO: DOESN'T WORK NOW * * @param player * @param actor */ @SuppressWarnings("unused") private void goNear(CharacterActor player, BaseActor actor, ActionCallback cb) { Rectangle rdest = actor.getBBox().getBoundingRectangle(); // Vector2 p0 = new Vector2(player.getSprite().getX(), // player.getSprite().getY()); Vector2 p0 = new Vector2(player.getX(), player.getY()); // calculamos el punto ms cercano al objeto Vector2 p1 = new Vector2(rdest.x, rdest.y); // izquierda Vector2 p2 = new Vector2(rdest.x + rdest.width, rdest.y); // derecha Vector2 p3 = new Vector2(rdest.x + rdest.width / 2, rdest.y); // centro float d1 = p0.dst(p1); float d2 = p0.dst(p2); float d3 = p0.dst(p3); Vector2 pf; if (d1 < d2 && d1 < d3) { pf = p1; } else if (d2 < d1 && d2 < d3) { pf = p2; } else { pf = p3; } player.goTo(pf, cb); }