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

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

Introduction

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

Prototype

Vector2 Zero

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Usage

From source file:com.mygdx.game.Sprites.Boss.Boss.java

private void defineStandBoss() {

    world.destroyBody(b2body);/*from w ww . ja va 2 s.  c om*/
    BodyDef bdef = new BodyDef();

    bdef.position.set(205 / AdventureGame.PPM, 100 / AdventureGame.PPM);
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    FixtureDef fdef = new FixtureDef();

    PolygonShape shape = new PolygonShape();
    shape.setAsBox(25 / AdventureGame.PPM, 20 / AdventureGame.PPM);

    fdef.isSensor = true;
    fdef.shape = shape;
    fdef.friction = 0;
    fdef.filter.categoryBits = AdventureGame.BOSS_BIT;

    fdef.filter.maskBits = AdventureGame.BULLET_BIT | AdventureGame.PLAYER_BIT | AdventureGame.DYNAMITE_BIT
            | AdventureGame.GROUND_BIT | AdventureGame.FLOOR_BIT;

    b2body.createFixture(fdef).setUserData(this);
    fdef.isSensor = false;
    EdgeShape downShape = new EdgeShape();
    downShape.set(-51 / AdventureGame.PPM, -22 / AdventureGame.PPM, 51 / AdventureGame.PPM,
            -22 / AdventureGame.PPM);
    fdef.shape = downShape;
    b2body.createFixture(fdef).setUserData(this);
    b2body.setLinearVelocity(Vector2.Zero);
    stand = true;
}

From source file:com.mygdx.game.Sprites.Enemies.Wheel.Wheel.java

@Override
public void update(float dt) {

    if (destroyed) {
        return;//from ww w  .ja  v a 2 s .  c om
    }
    if (b2body.getLinearVelocity().x >= -1) {
        b2body.applyLinearImpulse(new Vector2(-1f, 0), b2body.getWorldCenter(), true);
    }
    if (lives > 0) {
        this.setRegion(moveWheel.getKeyFrame(TimeState));
        setPosition(b2body.getPosition().x - this.getWidth() / 2,
                b2body.getPosition().y - this.getHeight() / 2);

    }
    if (lives <= 0) {
        b2body.setLinearVelocity(Vector2.Zero);
        setRegion(WheelDown.getKeyFrame(TimeState));

        if (WheelDown.isAnimationFinished(TimeState)) {
            setDestroy = true;
        }
    }

    if (setDestroy && !destroyed) {

        world.destroyBody(b2body);
        destroyed = true;
    }

    TimeState += dt;
}

From source file:com.mygdx.game.Sprites.Player.Dynamite.java

public void setToDestroy() {
    currentState = State.EXPLODING;
    StateTimer = 0;//ww w.  j  a v  a2s.  c  o  m
    this.setSize(60 / AdventureGame.PPM, 28 / AdventureGame.PPM);

    b2body.setGravityScale(0f);
    b2body.setLinearVelocity(Vector2.Zero);
}

From source file:com.sidereal.dolphinoes.behaviors.pathfinding.PathfindingMap.java

License:Apache License

public PathfindingMap(int width, int height) {

    paths = new ArrayList<PathfindingRoute.Path>();
    nodesX = width;/*from ww  w  . ja  va2s  .c  o m*/
    nodesY = height;

    centerAnchorPosition = Vector2.Zero;
    nodeSize = new Vector2(100, 100);

    nodes = new PathfindingNode[width][height];

    for (int i = 0; i < nodes.length; i++) {
        for (int j = 0; j < nodes[i].length; j++) {
            nodes[i][j] = new PathfindingNode(this, i, j, true);
        }
    }

    bounds = new Rectangle(centerAnchorPosition.x - (nodesX * nodeSize.x) / 2,
            centerAnchorPosition.y - (nodesY * nodeSize.y) / 2, nodesX * nodeSize.x, nodesY * nodeSize.y);
}

From source file:com.stercore.code.net.dermetfan.utils.libgdx.box2d.Box2DUtils.java

License:Apache License

/** @param fixture the fixture to split
 *  @param a the first point of the segment
 *  @param b the second point of the segment
 *  @param store the {@link Pair} to store the resulting {@link FixtureDef FixtureDefs} in
 *  @return if the fixture was split/*w w w . j  a va 2 s .c  o m*/
 *  @see #split(Shape, Vector2, Vector2, Pair) */
public static boolean split(Fixture fixture, Vector2 a, Vector2 b, Pair<FixtureDef, FixtureDef> store) {
    Body body = fixture.getBody();
    Vector2 bodyPos = body.getPosition();
    Vector2 tmpA = Pools.obtain(Vector2.class).set(a).sub(bodyPos),
            tmpB = Pools.obtain(Vector2.class).set(b).sub(bodyPos);
    GeometryUtils.rotate(tmpA, Vector2.Zero, -body.getAngle());
    GeometryUtils.rotate(tmpB, Vector2.Zero, -body.getAngle());
    @SuppressWarnings("unchecked")
    Pair<Shape, Shape> shapes = Pools.obtain(Pair.class);
    boolean split = split(fixture.getShape(), tmpA, tmpB, shapes);
    Pools.free(tmpA);
    Pools.free(tmpB);
    if (!split) {
        Pools.free(shapes);
        return false;
    }
    FixtureDef aDef = createDef(fixture), bDef = createDef(fixture);
    aDef.shape = shapes.key();
    bDef.shape = shapes.value();
    Pools.free(shapes);
    store.set(aDef, bDef);
    return true;
}

From source file:com.stercore.code.net.dermetfan.utils.libgdx.box2d.Breakable.java

License:Apache License

/** @see #Breakable(float, float, Vector2, float, float, boolean, boolean, Callback) */
public Breakable(float normalResistance, float tangentResistance, boolean breakBody,
        boolean breakBodyWithoutFixtures) {
    this(normalResistance, tangentResistance, Vector2.Zero, 0, 0, breakBody, breakBodyWithoutFixtures, null);
}

From source file:com.stercore.code.net.dermetfan.utils.libgdx.box2d.Breakable.java

License:Apache License

/** @see #Breakable(float, float, Vector2, float, float, boolean, boolean, Callback) */
public Breakable(float normalResistance, float tangentResistance, boolean breakBody, Callback callback) {
    this(normalResistance, tangentResistance, Vector2.Zero, 0, 0, breakBody, true, callback);
}

From source file:com.sturdyhelmetgames.roomforchange.entity.Entity.java

License:Apache License

public void update(float fixedStep) {
    if (pause > 0f) {
        pause -= fixedStep;//from   w  ww.  j a  va  2 s  .c o m
    }

    // tick dying
    if (blinkTick > BLINK_TICK_MAX) {
        blinkTick = 0f;
    }
    // tick alive & dying times
    invulnerableTick -= fixedStep;
    if (invulnerableTick > 0f) {
        blinkTick += fixedStep;
    }
    if (invulnerableTick <= 0f) {
        blinkTick = 0f;
    }

    if (pause <= 0f) {
        tryMove();

        vel.add(accel);
        if (vel.x > getMaxVelocity()) {
            vel.x = getMaxVelocity();
        }
        if (vel.x < -getMaxVelocity()) {
            vel.x = -getMaxVelocity();
        }
        if (vel.y > getMaxVelocity()) {
            vel.y = getMaxVelocity();
        }
        if (vel.y < -getMaxVelocity()) {
            vel.y = -getMaxVelocity();
        }
        accel.scl(fixedStep);

        if (state == EntityState.WALKING) {
            vel.lerp(Vector2.Zero, getInertia() * fixedStep);
        } else {
            vel.scl(fixedStep);
        }

        stateTime += fixedStep;
    }
}

From source file:com.tnf.ptm.entities.gun.PtmGun.java

License:Apache License

public PtmGun(PtmGame game, Gun item, Vector2 relPos, boolean underShip) {
    myItem = item;/*from w w  w.  ja v a2  s .  co m*/
    if (myItem.config.lightOnShot) {
        Color lightCol = PtmColor.WHITE;
        ProjectileConfig projConfig = myItem.config.clipConf.projConfig;
        if (projConfig.bodyEffect != null) {
            lightCol = projConfig.bodyEffect.tint;
        } else if (projConfig.collisionEffect != null) {
            lightCol = projConfig.collisionEffect.tint;
        }
        myLightSrc = new LightSrc(game, .25f, true, 1f, Vector2.Zero, lightCol);
    } else {
        myLightSrc = null;
    }
    myRelPos = new Vector2(relPos);
    DraLevel level = underShip ? DraLevel.U_GUNS : DraLevel.GUNS;
    float texLen = myItem.config.gunLength / myItem.config.texLenPerc * 2;
    mySprite = new RectSprite(myItem.config.tex, texLen, 0, 0, new Vector2(relPos), level, 0, 0, PtmColor.WHITE,
            false);
    myDras = new ArrayList<Dra>();
    myDras.add(mySprite);
    if (myLightSrc != null) {
        myLightSrc.collectDras(myDras);
    }
}

From source file:com.tnf.ptm.entities.gun.PtmGun.java

License:Apache License

private void shoot(Vector2 gunSpd, PtmGame game, float gunAngle, Vector2 muzzlePos, Faction faction,
        PtmObject creator) {//from   w  w  w. j av  a 2s  . c  om
    Vector2 baseSpd = gunSpd;
    Clip.Config cc = myItem.config.clipConf;
    if (cc.projConfig.zeroAbsSpd) {
        baseSpd = Vector2.Zero;
        Planet np = game.getPlanetMan().getNearestPlanet();
        if (np.isNearGround(muzzlePos)) {
            baseSpd = new Vector2();
            np.calcSpdAtPos(baseSpd, muzzlePos);
        }
    }

    myCurrAngleVar = PtmMath.approach(myCurrAngleVar, myItem.config.maxAngleVar, myItem.config.angleVarPerShot);
    boolean multiple = cc.projectilesPerShot > 1;
    for (int i = 0; i < cc.projectilesPerShot; i++) {
        float bulletAngle = gunAngle;
        if (myCurrAngleVar > 0) {
            bulletAngle += PtmMath.rnd(myCurrAngleVar);
        }
        Projectile proj = new Projectile(game, bulletAngle, muzzlePos, baseSpd, faction, cc.projConfig,
                multiple);
        game.getObjMan().addObjDelayed(proj);
    }
    myCoolDown += myItem.config.timeBetweenShots;
    myItem.ammo--;
    game.getSoundManager().play(game, myItem.config.shootSound, muzzlePos, creator);
}