Java tutorial
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package com.wotf.game.classes.Items; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.math.Vector2; import com.extra.Pathfinder; import com.wotf.game.GameStage; import com.wotf.game.classes.Projectile; /** * @author chaos */ public class AirStrike extends Item { /** * {@inheritDoc} */ public AirStrike() { super("Airstrike", 19f, 30, 33, new Sprite(new Texture(Gdx.files.absolute(Pathfinder.getRelativePath() + "remote.png"))), new Sprite(new Texture(Gdx.files.absolute(Pathfinder.getRelativePath() + "rocket.png"))), Pathfinder.getRelativePath() + "effects/rocket_explosion.p"); } /** * {@inheritDoc} */ @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); } } /** * {@inheritDoc} */ @Override public Texture getProjectileTexture() { return new Texture(Gdx.files.absolute(Pathfinder.getRelativePath() + "rocket.png")); } }