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

To view the source code for com.badlogic.gdx.math Vector2 Zero.

Click Source Link

Usage

From source file:com.tnf.ptm.handler.input.NoDestProvider.java

License:Apache License

@Override
public Vector2 getDestSpd() {
    return Vector2.Zero;
}

From source file:com.wotf.game.classes.Items.AirStrike.java

/**
 * {@inheritDoc}/*  ww w.  j  av a  2s. c  o m*/
 */
@Override
public void activate(Vector2 position, Vector2 mousePos, Vector2 Wind, double grav) {
    for (int i = 0; i <= 5; i++) { //spawn rockets and add to scene  
        Projectile missile = new Projectile(super.getProjectileSprite(), super.getParticle());

        Vector2 projectilePosition = position.cpy();
        projectilePosition.x = 0 + (i * 100);
        projectilePosition.y = ((GameStage) this.getStage()).getHeight();

        mousePos.x += (i * 100);
        //fire: fire from, fire towards, power, wind, gravity, radius, damage
        missile.fire(projectilePosition, mousePos, super.getPower(), Vector2.Zero, grav, super.getBlastRadius(),
                super.getDamage());
        missile.updateShot();
        ((GameStage) this.getStage()).addActor(missile);
    }
}

From source file:com.wotf.game.classes.Items.Nuke.java

/**
 * {@inheritDoc}/*from   w ww. j  a va2  s .  co  m*/
 */
@Override
public void activate(Vector2 position, Vector2 mousePos, Vector2 Wind, double grav) {
    //spawn bullet and add to scene
    Projectile bullet = super.getBullet();

    //set new fire from position
    Vector2 projectilePosition = position.cpy();
    projectilePosition.y = ((GameStage) this.getStage()).getHeight() + 1;
    projectilePosition.x = mousePos.x;

    bullet.fire(projectilePosition, mousePos, super.getPower(), Vector2.Zero, 8.0, super.getBlastRadius(),
            super.getDamage());
    bullet.updateShot();
    ((GameStage) this.getStage()).addActor(bullet);
}

From source file:com.wotf.game.GameStage.java

/**
 * Spawns a cluster of projectiles//from  w  ww.  j a  va 2 s  .c  o  m
 * @param x x-coordinate of start position
 * @param y y-coordinate of start position
 */
private void fireCluster(int x, int y) {
    Sprite partSprite = new Sprite(new Texture(Gdx.files.internal("part.png")));

    x = x - 3;
    for (int i = 0; i <= 4; i++) {
        Vector2 mousePos = new Vector2(x, y + 2);
        Vector2 position = new Vector2(x + i * 2, y);
        Projectile part = new Projectile(partSprite, tempParticleEffects);

        //fire: fire from, fire towards, power, wind, gravity, radius, damage
        part.fire(position, mousePos, 5, Vector2.Zero, 9.8, 10, 16);
        part.updateShot();
        addActor(part);
    }
}

From source file:ludowars.controller.EntityDriver.java

public EntityDriver() {
    state = new EntityDriverState();
    state.moveEast = false;/*w ww .j  a  v  a  2 s .c o  m*/
    state.moveNorth = false;
    state.moveSouth = false;
    state.moveWest = false;
    state.fire = false;
    state.fireSecondary = false;
    state.mousePosition = Vector2.Zero;
}

From source file:ludowars.controller.EntityDriver.java

protected void reset() {
    state.moveEast = false;//from   w  ww . ja va 2 s . c o m
    state.moveNorth = false;
    state.moveSouth = false;
    state.moveWest = false;
    state.fire = false;
    state.fireSecondary = false;
    state.mousePosition = Vector2.Zero;
}

From source file:org.destinationsol.game.gun.SolGun.java

License:Apache License

public SolGun(SolGame game, GunItem item, Vector2 relPos, boolean underShip) {
    myItem = item;// w  w  w . j a v  a 2 s  .  co  m
    if (myItem.config.lightOnShot) {
        Color lightCol = SolColor.W;
        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, SolColor.W,
            false);
    myDras = new ArrayList<Dra>();
    myDras.add(mySprite);
    if (myLightSrc != null)
        myLightSrc.collectDras(myDras);
}

From source file:org.destinationsol.game.gun.SolGun.java

License:Apache License

private void shoot(Vector2 gunSpd, SolGame game, float gunAngle, Vector2 muzzlePos, Faction faction,
        SolObject creator) {/*  w  w  w  .ja  v a  2s . co  m*/
    Vector2 baseSpd = gunSpd;
    ClipConfig 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 = SolMath.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 += SolMath.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.getSoundMan().play(game, myItem.config.shootSound, muzzlePos, creator);
}

From source file:org.destinationsol.game.particle.ParticleSrc.java

License:Apache License

private void updateSpd(SolGame game, Vector2 baseSpd, Vector2 basePos) {
    if (isContinuous()) {
        if (!isWorking())
            return;
    } else {//www  . j  ava  2 s .c  om
        if (myFloatedUp)
            return;
        myFloatedUp = true;
    }
    if (!myInheritsSpd)
        baseSpd = Vector2.Zero;
    if (!myConfig.floatsUp) {
        setSpd(baseSpd);
        return;
    }
    Planet np = game.getPlanetMan().getNearestPlanet();
    Vector2 spd = np.getAdjustedEffectSpd(basePos, baseSpd);
    setSpd(spd);
    SolMath.free(spd);
}

From source file:org.destinationsol.game.particle.SpecialEffects.java

License:Apache License

public void explodeShip(SolGame game, Vector2 pos, float sz) {
    PartMan pm = game.getPartMan();/*from   w w  w .ja  va 2s .c o  m*/
    ParticleSrc smoke = new ParticleSrc(myShipExplSmoke, 2 * sz, DraLevel.PART_FG_0, new Vector2(), false, game,
            pos, Vector2.Zero, 0);
    pm.finish(game, smoke, pos);
    ParticleSrc fire = new ParticleSrc(myShipExplFire, .7f * sz, DraLevel.PART_FG_1, new Vector2(), false, game,
            pos, Vector2.Zero, 0);
    pm.finish(game, fire, pos);
    pm.blinks(pos, game, sz);
}