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.github.fauu.helix.game.Game.java

License:Open Source License

@Override
public void create() {
    camera = new Camera(new Vector3(32, 32, 0));

    cameraInputController = new CameraInputController(camera);
    //    Gdx.input.setInputProcessor(cameraInputController);

    assets = new AssetManager();
    assets.setLoader(GeometrySet.class, new GeometrySetLoader(new InternalFileHandleResolver()));
    assets.setLoader(MapRegion.class, new MapRegionLoader(new InternalFileHandleResolver()));
    assets.load("assets/mapregions/0.hmr", MapRegion.class);
    assets.finishLoading();/*from   w w  w  .j  a v  a  2  s. c  o m*/

    mapRegion = assets.get("assets/mapregions/0.hmr", MapRegion.class);

    spriteBatch = new SpriteBatch();

    renderer = new Renderer();

    player = new Player(new Vector2(8, 17), new Texture(Gdx.files.internal("assets/sprites/player.png")));
    camera.move(player.getRealPosition());

    final ModelBuilder modelBuilder = new ModelBuilder();

    waterTexture = new Texture("assets/textures/water.png");

    final MeshPartBuilder.VertexInfo corner00 = new MeshPartBuilder.VertexInfo();
    corner00.hasPosition = true;
    corner00.hasNormal = true;
    corner00.hasUV = true;
    corner00.setPos(0, 0, 0);
    corner00.setNor(0, 1, 0);
    corner00.setUV(0, 0);

    final MeshPartBuilder.VertexInfo corner10 = new MeshPartBuilder.VertexInfo();
    corner10.hasPosition = true;
    corner10.hasNormal = true;
    corner10.hasUV = true;
    corner10.setPos(4, 0, 0);
    corner10.setNor(0, 1, 0);
    corner10.setUV(0, 1);

    final MeshPartBuilder.VertexInfo corner11 = new MeshPartBuilder.VertexInfo();
    corner11.hasPosition = true;
    corner11.hasNormal = true;
    corner11.hasUV = true;
    corner11.setPos(4, 0, 14);
    corner11.setNor(0, 1, 0);
    corner11.setUV(1, 1);

    final MeshPartBuilder.VertexInfo corner01 = new MeshPartBuilder.VertexInfo();
    corner01.hasPosition = true;
    corner01.hasNormal = true;
    corner01.hasUV = true;
    corner01.setPos(0, 0, 14);
    corner01.setNor(0, 1, 0);
    corner01.setUV(1, 0);

    modelBuilder.begin();
    modelBuilder.node();
    MeshPartBuilder meshPartBuilder = modelBuilder.part("water1", GL20.GL_TRIANGLES,
            VertexAttributes.Usage.Position | VertexAttributes.Usage.TextureCoordinates,
            new Material(TextureAttribute.createDiffuse(waterTexture),
                    ColorAttribute.createDiffuse(Color.WHITE),
                    new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)));
    meshPartBuilder.rect(corner00, corner10, corner11, corner01);

    waterModel = modelBuilder.end();

    waterModelInstance = new ModelInstance(waterModel);
    WaterData waterData = new WaterData();
    waterData.waveAmplitude = 0.02f;
    waterData.waveAngle = 0;
    waterData.waveFrequency = 0.5f;
    waterModelInstance.userData = waterData;
    //    waterModelInstance.userData = new float[2];
    //    ((float[]) waterModelInstance.userData)[0] = 0; // waveAngle
    //    ((float[]) waterModelInstance.userData)[1] = 0.1f; // waveAmplitude

    waterModelInstance.transform.translate(8, -0.1f, 19).rotate(0, 1, 0, -90).scale(1, 1, -1);
    //    ((float[]) waterModelInstance.userData)[2] = 8; // startX
    //    ((float[]) waterModelInstance.userData)[3] = 7; // sizeX
    //    ((float[]) waterModelInstance.userData)[4] = 19; // startZ
    //    ((float[]) waterModelInstance.userData)[5] = 5; // sizeZ
}

From source file:com.github.fauu.helix.util.IntVector2.java

License:Open Source License

public Vector2 toVector2() {
    return new Vector2(x, y);
}

From source file:com.github.skittishSloth.openSkies.battles.ships.PlayerShip.java

public void render(final SpriteBatch batch, final float delta) {
    final TextureRegion curFrame = getCurrentFrame(delta);
    final int width = curFrame.getRegionWidth();
    final int height = curFrame.getRegionHeight();
    final float originX = width / 2;
    final float originY = height / 2;

    final Vector2 origin = new Vector2(originX, originY);
    origin.add(position);/*from  w  w w.  ja v  a  2  s  . c  om*/
    final Vector2 lo = laserOffset.cpy();
    lo.setAngle(rotation + 90);
    lo.add(origin);

    laserPosition.set(lo);
    batch.draw(curFrame, position.x, position.y, originX, originY, width, height, 1.0f, 1.0f, getRotation());
}

From source file:com.github.skittishSloth.openSkies.battles.weapons.Laser.java

public Laser(final float angle, final Vector2 initialPosition) {
    texture = new Texture("gfx/weapons/laserGreen.png");
    sprite = new Sprite(texture);
    width = sprite.getWidth();/*from w  ww .  j  a  v a2 s .  co m*/
    height = sprite.getHeight();
    originX = width / 2;
    originY = height / 2;

    this.position = new Vector2(initialPosition.x, initialPosition.y);
    this.velocity = new Vector2(0, 300);
    offset = new Vector2(-originX, 0);
    offset.rotate(angle);
    position.add(offset);
    velocity.rotate(angle);
    sprite.setOrigin(originX, originY);
    sprite.setRotation(angle);
}

From source file:com.github.skittishSloth.openSkies.maps.generation.voronoi.Site.java

public Vector2 toVector() {
    return new Vector2(x, y);
}

From source file:com.github.unluckyninja.defenseofhuman.model.entity.Hook.java

License:Open Source License

public Hook(GameWorld gameWorld, Player.HookShooter shooter, Vector2 direction, float launchSpeed) {
    this.gameWorld = gameWorld;
    this.shooter = shooter;

    Vector2 dir = direction.cpy();

    BodyDef bodyDef = new BodyDef();
    bodyDef.position.set(shooter.getPlayer().getLaunchPosition());
    bodyDef.angle = (float) Math.toRadians(dir.angle());
    bodyDef.bullet = true;/*ww w.  j  ava  2  s. c o m*/
    bodyDef.type = BodyDef.BodyType.DynamicBody;
    bodyDef.linearVelocity.set(dir.nor().scl(launchSpeed));

    body = shooter.getPlayer().getWorld().createBody(bodyDef);

    PolygonShape shape = new PolygonShape();
    shape.setAsBox(0.15f, 0.1f, new Vector2(0.15f, 0), 0);

    body.createFixture(shape, 0.01f).setSensor(true);

    shape.dispose();

    body.setUserData(this);

    // maybe we can move all the definitions to fields?
}

From source file:com.github.unluckyninja.defenseofhuman.model.GameWorld.java

License:Open Source License

public GameWorld() {
    this.world = new World(new Vector2(0, -10), true);

    entities = new Array<Entity>();
    toremove = new Array<Entity>();

    // for test/*w w w  . j a  v  a2 s.  c  om*/
    Vector2 position = new Vector2(0, 0);
    BodyDef def = new BodyDef();
    def.position.set(0, 0);
    EdgeShape edge = new EdgeShape();
    edge.set(-50, -2, 50, -2);
    world.createBody(def).createFixture(edge, 0);
    edge.set(-10, 4, 10, 3);
    world.createBody(def).createFixture(edge, 0);
    localPlayer = createPlayer(position);
    edge.dispose();

    def.position.set(-5, 0);
    def.type = BodyDef.BodyType.StaticBody;

    Body body1 = world.createBody(def);
    def.position.set(5, 1);
    Body body2 = world.createBody(def);

    CircleShape circle = new CircleShape();
    circle.setRadius(0.4f);
    body1.createFixture(circle, 1);
    body2.createFixture(circle, 1);

    new Rope(this, body2, Vector2.X).append(10, Vector2.X);

    circle.dispose();
}

From source file:com.github.unluckyninja.mousekiller.model.Killer.java

License:Open Source License

public Killer(float x, float y, TextureRegion texture) {
    this.texture = texture;
    if (texture == null) {
        this.texture = defaultTex;
    }//w  ww  . j av a2  s  .  com
    coords = new Vector2(x, y);
    mk = MouseKiller.getInstance();
}

From source file:com.github.unluckyninja.mousekiller.MouseKiller.java

License:Open Source License

@Override
public void create() {
    mk = this;/*  w w  w. j  av a2 s . c  om*/
    batch = new SpriteBatch();
    killer = new Killer(Gdx.input.getX(), height - Gdx.input.getY());
    world = new World(new Vector2(0, 0), true);
    debugRenderer = new Box2DDebugRenderer();

    //        Gdx.input.setCursorCatched(true);
    this.setScreen(menu = new MainMenu(this, batch));
    Gdx.input.setInputProcessor(new SimpleInputListener(killer));

}

From source file:com.gmail.emersonmx.asteroids.screen.GameScreen.java

License:Open Source License

private void createWorld() {
    world = new World(new Vector2(0, 0), true);
}