Java Code Examples for com.badlogic.gdx.math.Vector2#mul()
The following examples show how to use
com.badlogic.gdx.math.Vector2#mul() .
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Example 1
Source File: CalibrationActivity.java From tilt-game-android with MIT License | 5 votes |
private void calculateAverageGravity() { Vector2 gravity = Vector2Pool.obtain(); for (int i = 10; i < _gravityPoints.size(); i++) { gravity.add(_gravityPoints.get(i)); } gravity.mul(-1.0f / _gravityPoints.size()); Prefs.putFloat(PrefKeys.CALIBRATION_X, gravity.x); Prefs.putFloat(PrefKeys.CALIBRATION_Y, gravity.y); }
Example 2
Source File: Scene2dFollowPathTest.java From gdx-ai with Apache License 2.0 | 5 votes |
/** Rotates the specified vector angle rads around the origin */ private static Vector2 rotateVectorAroundOrigin (Vector2 vector, float radians) { // Init and rotate the transformation matrix tmpMatrix3.idt().rotateRad(radians); // Now transform the object's vertices return vector.mul(tmpMatrix3); }
Example 3
Source File: WorldController.java From tilt-game-android with MIT License | 4 votes |
/** * Game loop */ @Override public void onManagedUpdate(float pSecondsElapsed) { super.onManagedUpdate(pSecondsElapsed); if (_levelController == null) { return; } if (_started) { // update gravity from phone orientation EulerAngles eulerAngles = _orientationProvider.getEulerAngles(); // get limited roll & pitch float roll = MathUtils.bringToBounds(-MAX_ORIENTATION_ANGLE, MAX_ORIENTATION_ANGLE, eulerAngles.getRoll()); float pitch = MathUtils.bringToBounds(-MAX_ORIENTATION_ANGLE, MAX_ORIENTATION_ANGLE, eulerAngles.getPitch()); // correct for screen orientation, different on tablets than on phones float swap; switch (_screenRotation) { case Surface.ROTATION_0: break; case Surface.ROTATION_270: swap = pitch; pitch = -roll; roll = swap; break; case Surface.ROTATION_180: pitch = -pitch; roll = -roll; break; case Surface.ROTATION_90: swap = pitch; pitch = roll; roll = -swap; break; } _gravity.set(_radToGravity * roll, _radToGravity * pitch); _gravity.add(_gravityCorrection); _physicsWorld.setGravity(_gravity); checkDestroyBall(); // update ball location, if there's a ball, we're not animating, and the level hasn't been completed if (_ball != null && !_isAnimating && !_isLevelCompleted) { _timePassed += pSecondsElapsed; // update physics world _physicsWorld.onUpdate(pSecondsElapsed); // check if the ball needs to be destroyed checkDestroyBall(); // recheck, since world update may have removed the ball if (_ball != null && !_isAnimating) { Vector2 ballPosition = _ball.getPosition(); ballPosition.mul(PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); _ballSprite.setPosition(ballPosition.x, ballPosition.y); } if (_levelDuration > 0) { updateTimer(pSecondsElapsed); } } } }