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.

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Usage

From source file:org.destinationsol.game.planet.PlanetManager.java

License:Apache License

private boolean recoverObj(SolObject obj, float toNp, float npMinH) {
    if (npMinH < toNp)
        return false;
    if (!(obj instanceof SolShip))
        return false;
    SolShip ship = (SolShip) obj;//from  w  w w  .j a v  a 2s . c o m
    Hull hull = ship.getHull();
    if (hull.config.getType() == HullConfig.Type.STATION)
        return false;
    float fh = myNearestPlanet.getFullHeight();
    Vector2 npPos = myNearestPlanet.getPos();
    Vector2 toShip = SolMath.distVec(npPos, ship.getPosition());
    float len = toShip.len();
    if (len == 0) {
        toShip.set(0, fh);
    } else {
        toShip.scl(fh / len);
    }
    toShip.add(npPos);
    Body body = hull.getBody();
    body.setTransform(toShip, 0);
    body.setLinearVelocity(Vector2.Zero);
    SolMath.free(toShip);
    return true;
}

From source file:org.destinationsol.game.ship.EmWave.java

License:Apache License

@Override
public boolean update(SolGame game, SolShip owner, boolean tryToUse) {
    if (!tryToUse)
        return false;
    Vector2 ownerPos = owner.getPosition();
    for (SolObject o : game.getObjMan().getObjs()) {
        if (!(o instanceof SolShip) || o == owner)
            continue;
        SolShip oShip = (SolShip) o;//from   ww  w  . j a  va  2  s . c o m
        if (!game.getFactionMan().areEnemies(oShip, owner))
            continue;
        Vector2 oPos = o.getPosition();
        float dst = oPos.dst(ownerPos);
        float perc = KnockBack.getPerc(dst, MAX_RADIUS);
        if (perc <= 0)
            continue;
        float duration = perc * myConfig.duration;
        oShip.disableControls(duration, game);
    }
    ParticleSrc src = new ParticleSrc(myConfig.cc.effect, MAX_RADIUS, DraLevel.PART_BG_0, new Vector2(), true,
            game, ownerPos, Vector2.Zero, 0);
    game.getPartMan().finish(game, src, ownerPos);
    return true;
}

From source file:org.destinationsol.game.ship.KnockBack.java

License:Apache License

@Override
public boolean update(SolGame game, SolShip owner, boolean tryToUse) {
    if (!tryToUse)
        return false;
    Vector2 ownerPos = owner.getPosition();
    for (SolObject o : game.getObjMan().getObjs()) {
        if (o == owner || !o.receivesGravity())
            continue;
        Vector2 oPos = o.getPosition();
        float dst = oPos.dst(ownerPos);
        if (dst == 0)
            continue; // O__o
        float perc = getPerc(dst, MAX_RADIUS);
        if (perc <= 0)
            continue;
        Vector2 toO = SolMath.distVec(ownerPos, oPos);
        float accLen = myConfig.force * perc;
        toO.scl(accLen / dst);//from w  w  w.  j a v  a2s.  c om
        o.receiveForce(toO, game, false);
        SolMath.free(toO);
    }
    ParticleSrc src = new ParticleSrc(myConfig.cc.effect, MAX_RADIUS, DraLevel.PART_BG_0, new Vector2(), true,
            game, ownerPos, Vector2.Zero, 0);
    game.getPartMan().finish(game, src, ownerPos);
    return true;
}

From source file:org.destinationsol.game.ship.Teleport.java

License:Apache License

public void maybeTeleport(SolGame game, SolShip owner) {
    if (!myShouldTeleport)
        return;/*from w  ww  .  j  a v a 2s .  c  o m*/

    TextureAtlas.AtlasRegion tex = game.getTexMan().getTex(TEX_PATH, null);
    float blipSz = owner.getHull().config.getApproxRadius() * 3;
    game.getPartMan().blip(game, owner.getPosition(), SolMath.rnd(180), blipSz, 1, Vector2.Zero, tex);
    game.getPartMan().blip(game, myNewPos, SolMath.rnd(180), blipSz, 1, Vector2.Zero, tex);

    float newAngle = owner.getAngle() + myAngle;
    Vector2 newSpd = SolMath.getVec(owner.getSpd());
    SolMath.rotate(newSpd, myAngle);

    Body body = owner.getHull().getBody();
    body.setTransform(myNewPos, newAngle * SolMath.degRad);
    body.setLinearVelocity(newSpd);

    SolMath.free(newSpd);
}

From source file:org.destinationsol.game.ship.UnShield.java

License:Apache License

@Override
public boolean update(SolGame game, SolShip owner, boolean tryToUse) {
    if (!tryToUse)
        return false;
    Vector2 ownerPos = owner.getPosition();
    for (SolObject o : game.getObjMan().getObjs()) {
        if (!(o instanceof SolShip) || o == owner)
            continue;
        SolShip oShip = (SolShip) o;/*from  w ww .  ja v  a  2  s.c  o m*/
        Shield shield = oShip.getShield();
        if (shield == null)
            continue;
        float shieldLife = shield.getLife();
        if (shieldLife <= 0)
            continue;
        if (!game.getFactionMan().areEnemies(oShip, owner))
            continue;
        Vector2 oPos = o.getPosition();
        float dst = oPos.dst(ownerPos);
        float perc = KnockBack.getPerc(dst, MAX_RADIUS);
        if (perc <= 0)
            continue;
        float amount = perc * myConfig.amount;
        if (shieldLife < amount)
            amount = shieldLife;
        oShip.receiveDmg(amount, game, ownerPos, DmgType.ENERGY);
    }
    ParticleSrc src = new ParticleSrc(myConfig.cc.effect, MAX_RADIUS, DraLevel.PART_BG_0, new Vector2(), true,
            game, ownerPos, Vector2.Zero, 0);
    game.getPartMan().finish(game, src, ownerPos);
    return true;
}

From source file:org.destinationsol.game.StarPort.java

License:Apache License

private static void blip(SolGame game, SolShip ship) {
    TextureAtlas.AtlasRegion tex = game.getTexMan().getTex(Teleport.TEX_PATH, null);
    float blipSz = ship.getHull().config.getApproxRadius() * 10;
    game.getPartMan().blip(game, ship.getPosition(), SolMath.rnd(180), blipSz, 1, Vector2.Zero, tex);
}

From source file:org.matheusdev.util.TmxObjectsLoader.java

License:Open Source License

public static void main(String... args) throws IOException {
    GdxNativesLoader.load();/*from  w  w  w .  j  a v a 2s  .c om*/
    Physics physics = new Physics(Vector2.Zero, true);
    File mapfile = new File("data/maps/newmap/map005.tmx");
    Element mapXML = new XmlReader().parse(new FileInputStream(mapfile));
    System.out.println(mapXML);

    new TmxObjectsLoader(mapXML).loadToPhysics(physics, 32, 32, 50, 50);
}

From source file:org.saltosion.pixelprophecy.states.GameState.java

License:Open Source License

@Override
public void enter() {

    // Initialize Box2D
    Box2D.init();// w  ww  . j  a va2s  .  com
    engine = new Engine();
    world = new World(Vector2.Zero, true);

    // Create World object
    gameWorld = new GameWorld(mapLoader, world, engine);

    // Initialize systems
    engine.addSystem(ps = new PhysicsSystem(world));
    engine.addSystem(rs = new RenderingSystem(world));
    engine.addSystem(new MovementSystem());

    //Initialize world
    gameWorld.setRayHandler(rs.getRayHandler());
    // Set map
    setMap(Names.TEST, "playerspawn");

    // Set player
    player = gameWorld.getPlayer();

    // Make camera follow player
    rs.setFollowedEntity(player);

    // Initialize input
    multiplexer.addProcessor(inputAdapter = new GameInputAdapter(this));

    InputManager.setKey(Input.Keys.W, new MoveInputAction(new Vector2(0, 1), player));
    InputManager.setKey(Input.Keys.A, new MoveInputAction(new Vector2(-1, 0), player));
    InputManager.setKey(Input.Keys.S, new MoveInputAction(new Vector2(0, -1), player));
    InputManager.setKey(Input.Keys.D, new MoveInputAction(new Vector2(1, 0), player));
    InputManager.setKey(Input.Keys.I, new InventoryToggleAction(this));

    fpsClock = new TextNode("fps-clock", "FPS: Calculating..");
    fpsClock.setLocalTranslation(new Vector2(0, 1));
    fpsClock.setAlignment(new Vector2(-1, 1));
    fpsClock.setScale(10);
    guiManager.getRootNode().attach(fpsClock);

    inventorybg = new ImageNode("inventory-bg", SpriteLoader.createSprite(Names.INVENTORY_BG_SPRITE));
    inventorybg.setLocalTranslation(new Vector2(1, 1));
    inventorybg.setAlignment(new Vector2(1, 1));
    inventorybg.setScale(13);

    guiManager.getRootNode().attach(inventorybg);

    inventoryfadebg = new ImageNode("inventory-fade-bg", SpriteLoader.createSprite(Names.INVENTORY_FADE_BG));
    inventoryfadebg.setLocalTranslation(new Vector2(0, 0));
    inventoryfadebg.setScale(13);
    inventoryfadebg.setAlignment(new Vector2(0, .7f));
    inventorybg.attach(inventoryfadebg);

    inventorybg.setVisible(false);
}

From source file:rosthouse.rosty.loader.MapLoader.java

private void createRectangle(RectangleMapObject rectangleObject, PhysicsSystem physicsSystem,
        Entity mapObjectEntity, boolean isSensor) {
    Rectangle rectangle = rectangleObject.getRectangle();
    RectangleComponent rectComponent = new RectangleComponent(rectangle);
    PolygonShape polygonShape = new PolygonShape();
    polygonShape.setAsBox(rectangle.width * 0.5f, rectangle.height * 0.5f);
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.density = 0;/*from  www .j av  a 2 s . com*/
    fixtureDef.friction = 1;
    fixtureDef.restitution = 0.2f;
    PhysicsComponent<PolygonShape> cmpPhys;
    if (isSensor) {
        cmpPhys = physicsSystem.createSensorComponent(BodyDef.BodyType.StaticBody, polygonShape,
                rectangle.getCenter(Vector2.Zero), fixtureDef);
    } else {
        cmpPhys = physicsSystem.createPhysicsComponent(BodyDef.BodyType.StaticBody, polygonShape,
                rectangle.getCenter(Vector2.Zero), fixtureDef);
    }
    mapObjectEntity.add(rectComponent);
    mapObjectEntity.add(cmpPhys);
    cmpPhys.fixture.setUserData(mapObjectEntity.getId());
}

From source file:vault.clockwork.scene.Actor.java

License:Open Source License

/**
 * Get the position of the actor.
 * @return Position vector.
 */
public Vector2 getPosition() {
    return Vector2.Zero;
}