Java Code Examples for com.badlogic.gdx.math.MathUtils#sin()
The following examples show how to use
com.badlogic.gdx.math.MathUtils#sin() .
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Example 1
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * elapsedTime / Constants.ENEMY_BOB_PERIOD); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 2
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * elapsedTime / Constants.ENEMY_BOB_PERIOD); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 3
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * ((elapsedTime / Constants.ENEMY_BOB_PERIOD) + randomPhase)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 4
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * (bobOffset + elapsedTime / Constants.ENEMY_BOB_PERIOD)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 5
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * elapsedTime / Constants.ENEMY_BOB_PERIOD); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 6
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * elapsedTime / Constants.ENEMY_BOB_PERIOD); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 7
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * elapsedTime / Constants.ENEMY_BOB_PERIOD); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 8
Source File: OrthographicCameraExercise.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Call update() on the camera // TODO: Set the SceneRenderer's projection matrix equal to the camera's combined matrix renderer.begin(ShapeType.Filled); float interval = TimeUtils.timeSinceMillis(timeCreated); float x = X_CENTER + X_AMPLITUDE * MathUtils.sin(MathUtils.PI2 * interval /PERIOD); float y = Y_CENTER + Y_AMPLITUDE * MathUtils.sin(2* MathUtils.PI2 * interval / PERIOD); renderer.circle(x, y, BALL_RADIUS); renderer.end(); }
Example 9
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); // TODO: And used it to make sure that the enemies don't all bob up and down at once final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * ((elapsedTime / Constants.ENEMY_BOB_PERIOD) + randomPhase)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 10
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * (bobOffset + elapsedTime / Constants.ENEMY_BOB_PERIOD)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 11
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * (bobOffset + elapsedTime / Constants.ENEMY_BOB_PERIOD)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 12
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); // TODO: And used it to make sure that the enemies don't all bob up and down at once final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * ((elapsedTime / Constants.ENEMY_BOB_PERIOD) + randomPhase)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 13
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * elapsedTime / Constants.ENEMY_BOB_PERIOD); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 14
Source File: Enemy.java From ud406 with MIT License | 6 votes |
public void update(float delta) { switch (direction) { case LEFT: position.x -= Constants.ENEMY_MOVEMENT_SPEED * delta; break; case RIGHT: position.x += Constants.ENEMY_MOVEMENT_SPEED * delta; } if (position.x < platform.left) { position.x = platform.left; direction = Direction.RIGHT; } else if (position.x > platform.right) { position.x = platform.right; direction = Direction.LEFT; } final float elapsedTime = Utils.secondsSince(startTime); final float bobMultiplier = 1 + MathUtils.sin(MathUtils.PI2 * (bobOffset + elapsedTime / Constants.ENEMY_BOB_PERIOD)); position.y = platform.top + Constants.ENEMY_CENTER.y + Constants.ENEMY_BOB_AMPLITUDE * bobMultiplier; }
Example 15
Source File: DirectionActor.java From riiablo with Apache License 2.0 | 5 votes |
@Override public void drawDebug(ShapeRenderer shapes) { //super.drawDebug(shapes); if (!isVisible()) return; float cx = getX() + r; float cy = getY() + r; shapes.setColor(Color.WHITE); shapes.set(ShapeRenderer.ShapeType.Filled); shapes.circle(cx, cy, r, 64); shapes.set(ShapeRenderer.ShapeType.Line); float snap = Direction.snapToDirection(angle, dirs); float dx = r * MathUtils.cos(snap); float dy = r * MathUtils.sin(snap); shapes.setColor(Color.BLUE); shapes.line(cx, cy, cx + dx, cy + dy); if (DEBUG_ANGLE) { dx = r * MathUtils.cos(angle); dy = r * MathUtils.sin(angle); shapes.setColor(Color.BLACK); shapes.line(cx, cy, cx + dx, cy + dy); } }
Example 16
Source File: CCNode.java From cocos2d-java with MIT License | 4 votes |
private CCAffineTransform nodeToParentTransform(){ if (m_bTransformDirty){ // CCPoint zero = CCPoint.getZero(); // m_sTransform.setToIdentity(); // // // if (m_fRotation != 0) // m_sTransform.rotate(-m_fRotation * MathUtils.degreesToRadians); // // m_bTransformDirty = false; // Translate values float x = m_obPosition.x; float y = m_obPosition.y; if (m_bIgnoreAnchorPointForPosition) { x += m_obAnchorPointInPoints.x; y += m_obAnchorPointInPoints.y; } // Rotation values // Change rotation code to handle X and Y // If we skew with the exact same value for both x and y then we're simply just rotating float cx = 1, sx = 0, cy = 1, sy = 0; if ( (m_fRotationX != 0) || (m_fRotationY != 0) ) { float radiansX = -MathUtil.CC_DEGREES_TO_RADIANS(m_fRotationX); float radiansY = -MathUtil.CC_DEGREES_TO_RADIANS(m_fRotationY); cx = MathUtils.cos(radiansX); sx = MathUtils.sin(radiansX); cy = MathUtils.cos(radiansY); sy = MathUtils.sin(radiansY); } boolean needsSkewMatrix = ( (m_fSkewX != 0) || (m_fSkewY != 0) ); // optimization: // inline anchor point calculation if skew is not needed // Adjusted transform calculation for rotational skew if (! needsSkewMatrix && !m_obAnchorPointInPoints.equalToPoint(CCPoint.Zero)) { x += cy * -m_obAnchorPointInPoints.x * m_fScaleX + -sx * -m_obAnchorPointInPoints.y * m_fScaleY; y += sy * -m_obAnchorPointInPoints.x * m_fScaleX + cx * -m_obAnchorPointInPoints.y * m_fScaleY; } // Build Transform Matrix // Adjusted transform calculation for rotational skew // m_sTransform = new CCAffineTransform( cy * m_fScaleX, sy * m_fScaleX, // -sx * m_fScaleY, cx * m_fScaleY, // x, y ); m_sTransform.set(cy * m_fScaleX, sy * m_fScaleX, -sx * m_fScaleY, cx * m_fScaleY, x, y); // XXX: Try to inline skew // If skew is needed, apply skew and then anchor point if (needsSkewMatrix) { CCAffineTransform skewMatrix = new CCAffineTransform(1.0f, MathUtil.tanf(MathUtil.CC_DEGREES_TO_RADIANS(m_fSkewY)), MathUtil.tanf(MathUtil.CC_DEGREES_TO_RADIANS(m_fSkewX)), 1.0f, 0.0f, 0.0f ); m_sTransform = CCAffineTransform.multiply(skewMatrix, m_sTransform); // adjust anchor point if (!m_obAnchorPointInPoints.equalToPoint(CCPoint.Zero)) { m_sTransform = CCAffineTransform.CCAffineTransformTranslate(m_sTransform, -m_obAnchorPointInPoints.x, -m_obAnchorPointInPoints.y); } } if (m_bAdditionalTransformDirty) { //m_sTransform = CCAffineTransform.multiply(m_sTransform, m_sAdditionalTransform); m_sTransform.multiply(m_sAdditionalTransform); m_bAdditionalTransformDirty = false; } m_bTransformDirty = false; } return m_sTransform; }
Example 17
Source File: BouncingBall.java From ud405 with MIT License | 4 votes |
private void randomKick() { Random random = new Random(); float angle = MathUtils.PI2 * random.nextFloat(); velocity.x += KICK_VELOCITY * MathUtils.cos(angle); velocity.y += KICK_VELOCITY * MathUtils.sin(angle); }
Example 18
Source File: BouncingBall.java From ud405 with MIT License | 4 votes |
private void randomKick() { Random random = new Random(); float angle = MathUtils.PI2 * random.nextFloat(); velocity.x += KICK_VELOCITY * MathUtils.cos(angle); velocity.y += KICK_VELOCITY * MathUtils.sin(angle); }
Example 19
Source File: OscillatingCircle.java From ud406 with MIT License | 4 votes |
public Circle getCurrentCircle(float elapsedTime) { float x = originX + magnitude * MathUtils.cos(angle) * MathUtils.sin(MathUtils.PI2 * elapsedTime / period); float y = originY + magnitude * MathUtils.sin(angle) * MathUtils.sin(MathUtils.PI2 * elapsedTime / period); return new Circle(x, y, radius); }
Example 20
Source File: PointF.java From shattered-pixel-dungeon-gdx with GNU General Public License v3.0 | 4 votes |
public PointF polar( float a, float l ) { this.x = l * MathUtils.cos(a); this.y = l * MathUtils.sin( a ); return this; }