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(float x, float y) 

Source Link

Document

Constructs a vector with the given components

Usage

From source file:com.forerunnergames.peril.client.ui.screens.game.play.modes.classic.playmap.io.loaders.CountryImageDataLoader.java

License:Open Source License

@Override
protected void saveData() {
    final Vector2 referenceSize = new Vector2(referenceWidth, referenceHeight);
    final Vector2 referenceDestination = new Vector2(referenceDestinationX, referenceDestinationY);
    final Vector2 referenceTextUpperLeft = new Vector2(referenceTextUpperLeftX, referenceTextUpperLeftY);

    countryImageDataBuilder.put(nameValue,
            new CountryImageData(nameValue, referenceDestination, referenceTextUpperLeft, referenceSize));
}

From source file:com.fracarlu.runjumprun.Objects.GameObject.java

License:Apache License

public GameObject(float x, float y, float width, float height) {
    this.position = new Vector2(x, y);
    this.bounds = new Rectangle(x, y, width, height);
}

From source file:com.game.HelloWorld.java

License:Apache License

@Override
public boolean touchDown(int x, int y, int pointer, int button) {
    Vector2 touchPosition = new Vector2(x, y);

    BallSplash.getInstance().splashIt(new Vector2(this.mCamera.position.x, this.mCamera.position.y));

    //Increment the number of fingers
    mNumberOfFingers++;/*from www  . j  av  a 2s.  c  o m*/

    //underFinger
    if (mNumberOfFingers <= 2 && !(x == 0 && y == 0) && !isOnThePlayer(x, y)) {

        mRenderTree.addProjectile(new Vector2(touchPosition.x - Gdx.graphics.getWidth() / 2,
                -touchPosition.y + Gdx.graphics.getHeight() / 2));
        sound.play();
        //underFinger

        if (y >= Gdx.graphics.getHeight() / 2) {
            if (Math.abs(x - Gdx.graphics.getWidth() / 2) < Gdx.graphics.getWidth() / 3)
                mSpriteN = 0;
            else if (x < Gdx.graphics.getWidth() / 2)
                mSpriteN = 3;
            else
                mSpriteN = 6;
        } else {
            if (Math.abs(x - Gdx.graphics.getWidth() / 2) < Gdx.graphics.getWidth() / 3)
                mSpriteN = 9;
            else if (x < Gdx.graphics.getWidth() / 2)
                mSpriteN = 3;
            else
                mSpriteN = 6;
        }

        //mRenderTree.addProjectile(positionDoigtUnderFinger, cameraPositionUnderFinger)

    }
    //Verify the number of finger and the pointer 
    if (mNumberOfFingers == 1 && pointer == 0 && isOnThePlayer(x, y)) {
        mFingerOnePointer = pointer;
        mFingerOne.set(x, y, 0);

        //directionPerso.nor();

    } else if (mNumberOfFingers == 2 && pointer == 1 && isOnThePlayer) {

        //Vector3 worldCoordonate = new Vector3(touchPosition.x, touchPosition.y, 0);
        // mCamera.unproject(worldCoordonate);
        //mRenderTree.addProjectile(new Vector2(worldCoordonate.x, worldCoordonate.y) , new Vector3(

    }

    return false;
}

From source file:com.game.libgdx.roguelikeengine.Credits.java

License:Open Source License

@Override
public void resize(int width, int height) {
    // calculate new viewport

    float aspectRatio = (float) width / (float) height;
    float scale = 1f;
    Vector2 crop = new Vector2(0f, 0f);
    if (aspectRatio > WrapperEngine.ASPECT_RATIO) {
        scale = (float) height / (float) WrapperEngine.VIRTUAL_HEIGHT;
        crop.x = (width - WrapperEngine.VIRTUAL_WIDTH * scale) / 2f;
    } else if (aspectRatio < WrapperEngine.ASPECT_RATIO) {
        scale = (float) width / (float) WrapperEngine.VIRTUAL_WIDTH;
        crop.y = (height - WrapperEngine.VIRTUAL_HEIGHT * scale) / 2f;
    } else {//from   w w  w  .  j a va2 s . c o m
        scale = (float) width / (float) WrapperEngine.VIRTUAL_WIDTH;
    }

    float w = (float) WrapperEngine.VIRTUAL_WIDTH * scale;
    float h = (float) WrapperEngine.VIRTUAL_HEIGHT * scale;
    viewport = new Rectangle(crop.x, crop.y, w, h);

}

From source file:com.game.libgdx.roguelikeengine.GameplayScreen.java

License:Open Source License

@Override
public void resize(int width, int height) {
    // calculate new viewport

    float aspectRatio = (float) width / (float) height;
    float scale = 1f;
    Vector2 crop = new Vector2(0f, 0f);
    if (aspectRatio > WrapperEngine.ASPECT_RATIO) {
        scale = (float) height / (float) WrapperEngine.VIRTUAL_HEIGHT;
        crop.x = (width - WrapperEngine.VIRTUAL_WIDTH * scale) / 2f;
    } else if (aspectRatio < WrapperEngine.ASPECT_RATIO) {
        scale = (float) width / (float) WrapperEngine.VIRTUAL_WIDTH;
        crop.y = (height - WrapperEngine.VIRTUAL_HEIGHT * scale) / 2f;
    } else {/*  www . j av a 2  s.c  om*/
        scale = (float) width / (float) WrapperEngine.VIRTUAL_WIDTH;
    }

    float w = (float) WrapperEngine.VIRTUAL_WIDTH * scale;
    float h = (float) WrapperEngine.VIRTUAL_HEIGHT * scale;
    viewport = new Rectangle(crop.x, crop.y, w, h);

    for (IButton button : buttons) {
        button.handleResize();
    }
}

From source file:com.gamemaker.GameObjects.Monster.java

License:Apache License

public Monster(float x, float y, int width, int height) {
    this.width = width;
    this.height = height;
    position = new Vector2(x, y);
    velocity = new Vector2(0, 0);
    //boundingRect = new Rectangle();
}

From source file:com.gamemaker.GameObjects.Player.java

License:Apache License

public Player(float x, float y, int lane, int width, int height) {
    this.width = width;
    this.height = height;
    this.lane = lane;
    position = new Vector2(x, y);
    rect = new Rectangle();
    isRunning = false;//from w  ww . ja  va2s  . c  o  m
    isrestart = false;
    velocity = new Vector2(0, 0);
    BoundRect = new Rectangle(x, y + 4 * height / 5, width, height / 5);
}

From source file:com.gamemaker.GameObjects.Scrollable.java

License:Apache License

public Scrollable(float x, float y, int width, int height, float scrollSpeed) {
    position = new Vector2(x, y);
    velocity = new Vector2(scrollSpeed, 0);
    this.width = width;
    this.height = height;
    isScrolledLeft = false;//  w  w w.  j av a2  s .c o  m
    acc = 200;
    MaxSpeed = 400;
    acceleration = new Vector2(acc, 0);
    distance = 0;
    BoundRect = new Rectangle(x, y, (float) width, (float) height);
}

From source file:com.gamestudio24.martianrun.utils.WorldUtils.java

License:Apache License

public static Body createGround(World world) {
    BodyDef bodyDef = new BodyDef();
    bodyDef.position.set(new Vector2(Constants.GROUND_X, Constants.GROUND_Y));
    Body body = world.createBody(bodyDef);
    PolygonShape shape = new PolygonShape();
    shape.setAsBox(Constants.GROUND_WIDTH / 2, Constants.GROUND_HEIGHT / 2);
    body.createFixture(shape, Constants.GROUND_DENSITY);
    body.setUserData(new GroundUserData(Constants.GROUND_WIDTH, Constants.GROUND_HEIGHT));
    shape.dispose();//  w w  w.  ja  va 2 s  .com
    return body;
}

From source file:com.gamestudio24.martianrun.utils.WorldUtils.java

License:Apache License

public static Body createRunner(World world) {
    BodyDef bodyDef = new BodyDef();
    bodyDef.type = BodyDef.BodyType.DynamicBody;
    bodyDef.position.set(new Vector2(Constants.RUNNER_X, Constants.RUNNER_Y));
    PolygonShape shape = new PolygonShape();
    shape.setAsBox(Constants.RUNNER_WIDTH / 2, Constants.RUNNER_HEIGHT / 2);
    Body body = world.createBody(bodyDef);
    body.setGravityScale(Constants.RUNNER_GRAVITY_SCALE);
    body.createFixture(shape, Constants.RUNNER_DENSITY);
    body.resetMassData();/*from ww  w  .  j  a  va 2  s  .  c om*/
    body.setUserData(new RunnerUserData(Constants.RUNNER_WIDTH, Constants.RUNNER_HEIGHT));
    shape.dispose();
    return body;
}