/** Shoots a {@link Bullet} at the specified position */ public void shoot(Vector2 position) { Vector2 direction = new Vector2(position); direction.sub(this.getPosition()); direction.nor(); this.setAngle(direction.angleRad()); this.setTransform(body.getPosition(), direction.angleRad()); Vector2 velocity = new Vector2(direction.x * BULLET_SPEED, direction.y * BULLET_SPEED); Bullet bullet = new Bullet(level, this.getPosition(), velocity); bullet.setAngle(direction.angleRad()); level.add(bullet); }
// TODO Comment private void updateVertexDefault(int index, boolean inside) { BoundingBox box = boundingBoxes.items[index / verticesPerBox]; box.needsCullingUpdate = true; int k = index % vertices.size; StripVertex stripVertex = vertexDataArray.items[k]; AuxVertexFinder auxVertexFinder = this.auxVertexFinder; Array<Float> vertexData = inside ? stripVertex.insideVertexData : stripVertex.outsideVertexData; vertexData.clear(); auxVertexFinder.setInsideStrip(inside); Vector2 currentVertex = vertices.items[k]; Vector2 defaultAux = auxVertexFinder.getAux(vertices, k); boolean roundCorner = false; { // within these brackets i figure out if i should round the corner. // i hope to rewrite this code to something i can understand one day after writing it Vector2 previous = tmp.set(vertices.items[(k - 1 + vertices.size) % vertices.size]); Vector2 copyOfDefaultAux = tmp1.set(defaultAux); previous.sub(currentVertex); copyOfDefaultAux.sub(currentVertex); float angle = previous.angleRad() - copyOfDefaultAux.angleRad(); angle = ((angle + MathUtils.PI2) % MathUtils.PI) * 2f; boolean angleMoreThanPI; if (inside) { angleMoreThanPI = angle > MathUtils.PI * 1.1f; } else { angleMoreThanPI = angle < MathUtils.PI * 0.9f; } if (auxVertexFinder.clockWisePolygon) angleMoreThanPI = !angleMoreThanPI; if (angleMoreThanPI) { boolean sharpCorner = Math.abs(MathUtils.PI - angle) > Math.PI * 0.4f; roundCorner = roundSharpCorners && sharpCorner; } } if (roundCorner) { Vector2 beginningAux = auxVertexFinder.getAuxEnding(vertices, k, 0); Vector2 endingAux = auxVertexFinder.getAuxBeginning(vertices, k, 0); Vector2 middleAux = tmp.set(defaultAux).sub(currentVertex).nor().scl(halfWidth).add(currentVertex); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(beginningAux, VERTEX_TYPE_AUX, vertexData); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(middleAux, VERTEX_TYPE_AUX, vertexData); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(endingAux, VERTEX_TYPE_AUX, vertexData); } else { add(currentVertex, VERTEX_TYPE_USER, vertexData); add(defaultAux, VERTEX_TYPE_AUX, vertexData); } }