Java Code Examples for com.badlogic.gdx.math.Vector2#len()
The following examples show how to use
com.badlogic.gdx.math.Vector2#len() .
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Example 1
Source File: ViewWalking.java From RuinsOfRevenge with MIT License | 6 votes |
@Override public void draw(SpriteBatch batch, Entity e, float delta) { Vector2 linVel = e.getBody().getLinearVelocity(); if (linVel.len() > 0.3f) direction = Dir.getDir(linVel.x, linVel.y); moving = linVel.len() > 0.1f; anims.setDirection(direction); anims.setMoving(moving); anims.setDeltaSpeed(delta); anims.apply(e); sprite.setRegion(anims.getKeyframe()); draw(batch, e, sprite, width, xoffset, yoffset); }
Example 2
Source File: ComponentNetwork.java From RuinsOfRevenge with MIT License | 6 votes |
@Override public void apply(Entity entity) { Vector2 entityPos = entity.getPos(); Vector2 posDiff = posDiffPool.set( remoteState.posX - entityPos.x, remoteState.posY - entityPos.y); float distance = posDiff.len(); if (distance > 0.5f) { entity.getBody().setTransform(remoteState.posX, remoteState.posY, remoteState.angle); System.out.println("Set position to: " + remoteState.posX + ", " + remoteState.posY); } else if (distance > 0.1f) { entity.getBody().setTransform(entityPos.add(posDiff.scl(0.1f)), remoteState.angle); } entity.getBody().setLinearVelocity(remoteState.velX, remoteState.velY); }
Example 3
Source File: VMath.java From uracer-kotd with Apache License 2.0 | 5 votes |
public static Vector2 truncate (Vector2 v, float maxLength) { if (v.len() > maxLength) { v.nor().scl(maxLength); } return v; }
Example 4
Source File: WorldRenderer.java From SIFTrain with MIT License | 5 votes |
private void drawHoldBeam(Vector2 from, Vector2 to, float orgSize, float dstSize) { Vector2 delta = from.cpy().sub(to); float w = Math.max(orgSize, dstSize); float h = delta.len(); float tw = holdBG.getRegionWidth(); float th = holdBG.getRegionHeight(); float factorScale = (tw / w) * 0.5f; float topFactor = Math.max(dstSize - orgSize, 0f) * factorScale; float botFactor = Math.max(orgSize - dstSize, 0f) * factorScale; float[] points = { topFactor, 0f, botFactor, th, tw - botFactor, th, tw - topFactor, 0f }; PolygonRegion clamped = new PolygonRegion(holdBG, points, triangles); spriteBatch.draw(clamped, from.x - w * 0.5f, from.y, w * 0.5f, 0f, w, h, 1f, 1f, delta.angle() + 90); }
Example 5
Source File: GameLevelController.java From tilt-game-android with MIT License | 5 votes |
private void checkCollisionSound(Contact contact, Body bodyA, Body bodyB) { WorldManifold manifold = contact.getWorldManifold(); Vector2 contactPoint = manifold.getPoints()[0]; Vector2 vel1 = bodyA.getLinearVelocityFromWorldPoint(contactPoint); Vector2 vel2 = bodyB.getLinearVelocityFromWorldPoint(contactPoint); Vector2 impactVelocity = vel1.sub(vel2); float impactLen = impactVelocity.len(); if (impactLen > MIN_BALL_SOUND_SPEED) { float dot = Math.abs(impactVelocity.dot(manifold.getNormal())); if (dot > MIN_IMPACT_SOUND_SPEED) { float volume = (float) Math.min((dot - MIN_IMPACT_SOUND_SPEED) / MAX_IMPACT_SOUND_SPEED, 1.0); SoundManager.getInstance().play(R.raw.bounce_1, volume); } } }
Example 6
Source File: ComponentMovement.java From RuinsOfRevenge with MIT License | 5 votes |
@Override public void apply(Entity entity) { Body body = entity.getBody(); moving = false; // If trying to move (pressing buttons on Keyboard, steering with Gamepad) if (xsteer != 0f || ysteer != 0f) { moving = true; if (Math.abs(xsteer) > Math.abs(ysteer)) { if (xsteer < 0) { direction = Dir.LEFT; } else { direction = Dir.RIGHT; } } else { if (ysteer < 0) { direction = Dir.DOWN; } else { direction = Dir.UP; } } } Vector2 linVel = body.getLinearVelocity(); if (linVel.len() > maxspeed) { body.setLinearVelocity(linVel.cpy().nor().scl(maxspeed)); } body.applyForceToCenter(strength * xsteer, strength * ysteer); if (friction > 1f && !moving) { body.setLinearVelocity(linVel.div(friction)); } }
Example 7
Source File: BuoyancyController.java From Codelabs with MIT License | 4 votes |
private void applyForces(Fixture fixture, Vector2[] clippedPolygon) { PolygonProperties polygonProperties = PolygonIntersector .computePolygonProperties(clippedPolygon); /* Get fixtures bodies */ Body fixtureBody = fixture.getBody(); Body fluidBody = fluidSensor.getBody(); /* Get fluid density */ float density = fluidSensor.getDensity(); /* Apply buoyancy force */ float displacedMass = fluidSensor.getDensity() * polygonProperties.getArea(); Vector2 gravity = world.getGravity(); Vector2 buoyancyForce = new Vector2(-gravity.x * displacedMass, -gravity.y * displacedMass); fixtureBody.applyForce(buoyancyForce, polygonProperties.getCentroid(), true); /* Linear drag force */ if (linearDrag != 0) { fixtureBody.applyForce(gravity.rotate90(1).nor().scl(linearDrag), polygonProperties.getCentroid(), true); } /* Apply drag and lift forces */ int polygonVertices = clippedPolygon.length; for (int i = 0; i < polygonVertices; i++) { /* Apply drag force */ /* End points and mid point of the edge */ Vector2 firstPoint = clippedPolygon[i]; Vector2 secondPoint = clippedPolygon[(i + 1) % polygonVertices]; Vector2 midPoint = firstPoint.cpy().add(secondPoint).scl(0.5f); /* * Find relative velocity between the object and the fluid at edge * mid point. */ Vector2 velocityDirection = new Vector2(fixtureBody .getLinearVelocityFromWorldPoint(midPoint) .sub(fluidBody.getLinearVelocityFromWorldPoint(midPoint))); float velocity = velocityDirection.len(); velocityDirection.nor(); Vector2 edge = secondPoint.cpy().sub(firstPoint); float edgeLength = edge.len(); edge.nor(); Vector2 normal = new Vector2(edge.y, -edge.x); float dragDot = normal.dot(velocityDirection); if (dragDot >= 0) { /* * Normal don't point backwards. This is a leading edge. Store * the result of multiply edgeLength, density and velocity * squared */ float tempProduct = edgeLength * density * velocity * velocity; float drag = dragDot * fluidDrag * tempProduct; drag = Math.min(drag, maxFluidDrag); Vector2 dragForce = velocityDirection.cpy().scl(-drag); fixtureBody.applyForce(dragForce, midPoint, true); /* Apply lift force */ float liftDot = edge.dot(velocityDirection); float lift = dragDot * liftDot * fluidLift * tempProduct; lift = Math.min(lift, maxFluidLift); Vector2 liftDirection = new Vector2(-velocityDirection.y, velocityDirection.x); Vector2 liftForce = liftDirection.scl(lift); fixtureBody.applyForce(liftForce, midPoint, true); } } }