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 Nuke extends Item { /** * {@inheritDoc} */ public Nuke() { super("Nuke", 10f, 80, 60, new Sprite(new Texture(Gdx.files.absolute(Pathfinder.getRelativePath() + "remote.png"))), new Sprite(new Texture(Gdx.files.absolute(Pathfinder.getRelativePath() + "nuclearbomb.png"))), Pathfinder.getRelativePath() + "effects/nuke_explosion.p"); } /** * {@inheritDoc} */ @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); } /** * {@inheritDoc} */ @Override public Texture getProjectileTexture() { return new Texture(Gdx.files.absolute(Pathfinder.getRelativePath() + "nuclearbomb.png")); } }