public GameScreen(final Drop gam) { this.game = gam; // load the images for the droplet and the bucket, 64x64 pixels each dropImage = new Texture(Gdx.files.internal("droplet.png")); bucketImage = new Texture(Gdx.files.internal("bucket.png")); // load the drop sound effect and the rain background "music" dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav")); rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3")); rainMusic.setLooping(true); // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); // create a Rectangle to logically represent the bucket bucket = new Rectangle(); bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally bucket.y = 20; // bottom left corner of the bucket is 20 pixels above // the bottom screen edge bucket.width = 64; bucket.height = 64; // create the raindrops array and spawn the first raindrop raindrops = new Array<Rectangle>(); spawnRaindrop(); }
@Override public void create() { // load the images for the droplet and the bucket, 64x64 pixels each dropImage = new Texture(Gdx.files.internal("bottle.png")); bucketImage = new Texture(Gdx.files.internal("bucket_black.png")); brokenBucketImage = new Texture(Gdx.files.internal("bottle_broken.png")); // load the drop sound effect and the rain background "music" // dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav")); // rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3")); // start the playback of the background music immediately // rainMusic.setLooping(true); // rainMusic.play(); // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); // create a Rectangle to logically represent the bucket bucket = new Rectangle(); bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally bucket.y = 20; // bottom left corner of the bucket is 20 pixels above the bottom screen edge bucket.width = 64; bucket.height = 80; // create the raindrops array and spawn the first raindrop raindrops = new Array<Rectangle>(); brokenBottles = new Array<Rectangle>(); spawnRaindrop(); }
@Override public void read(Json json, JsonValue jsonData) { Iterator<JsonValue> iter = jsonData.iterator(); JsonValue value; while (iter.hasNext()) { value = iter.next(); switch (value.name()) { case "name": name = value.asString(); break; case "dir": dir.x = value.get("x").asFloat(); dir.y = value.get("x").asFloat(); break; case "speed": speed = value.asFloat(); break; case "bounds": bounds.width = value.getFloat("width"); bounds.height = value.getFloat("height"); setPosition( new Vector2( value.getFloat("x") + bounds.width / 2, value.getFloat("y") + bounds.height / 2)); break; case "score": score.read(json, value); break; } } }
private void spawnRaindrop() { Rectangle raindrop = new Rectangle(); raindrop.x = MathUtils.random(0, 800 - 64); raindrop.y = 480; raindrop.width = 32; raindrop.height = 128; raindrops.add(raindrop); lastDropTime = TimeUtils.nanoTime(); }
public void update(float delta) { collisionRect.x = position.x; collisionRect.y = position.y; collisionRect.width = size.x; collisionRect.height = size.y; position.add(speed.cpy().scl(delta)); }
public ShopTable(float x, float y, float velX, float velY, int width, int height) { super(x, y, velX, velY, width, height); rect.x = x; rect.y = y; rect.width = width; rect.height = height; item1 = new ShopPickup(x + 20, y + 32, 0, 0, 32, 32); item2 = new ShopPickup(x + 52, y + 32, 0, 0, 32, 32); item3 = new ShopPickup(x + 84, y + 32, 0, 0, 32, 32); }
public static long spawnRaindrop(Array<Rectangle> raindrops) { // create a raindrop and randomly place it at the top of the screen Rectangle raindrop = new Rectangle(); raindrop.x = MathUtils.random(0, 800 - 64); raindrop.y = 480; raindrop.width = 64; raindrop.height = 64; raindrops.add(raindrop); return TimeUtils.nanoTime(); }
@Override public void create() { dropImage = new Texture(Gdx.files.internal("data/generic_water.png")); bucketImage = new Texture(Gdx.files.internal("data/bucket.png")); camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); bucket = new Rectangle(); bucket.x = 800 / 2 - 48 / 2; // center the bucket horizontally bucket.y = 20; // bottom left corner of the bucket is 20 pixels above // the bottom screen edge bucket.width = 48; bucket.height = 48; raindrops = new Array<Rectangle>(); spawnRaindrop(); System.out.println(dropImage.getWidth() + " " + dropImage.getHeight()); }
/* * The create() method initializes our all of our resources and loads them into memory before the rest of the game is run * This method is the first called after the entry point(based on platform) and is only called once. * This is also a convenient place to put boiler plate code for the rest of the game that we only want ran once on startup. * * NOTE: Gdx.files.internal() defaults to the assets put into the Android project folder and takes String "filename.filetype" as a parameter. */ @Override public void create() { dropImage = new Texture(Gdx.files.internal("droplet.png")); bucketImage = new Texture(Gdx.files.internal("bucket.png")); dropSound = Gdx.audio.newSound(Gdx.files.internal("droplet.mp3")); rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3")); rainMusic.setLooping(true); // set rainMusic (rain.mp3) to play over and over again rainMusic.play(); // starts the rainMusic audio camera = new OrthographicCamera(); // initialize camera, part of opengl/opengl-es. /* * sets the camera to 2 dimensional plane. Seems redundant since we are using OrthographicCamera() object. * Note: investigate camera settings */ camera.setToOrtho(false, 800, 400); batch = new SpriteBatch(); // new sprite batch used in render() ie.Draws images. /* * set bucket properties. Use Rectangle object to represent bucket, track position and set size * used for collision detection with raindrop objects * */ bucket = new Rectangle(); bucket.x = 800 / 2 - 64 / 2; bucket.y = 20; bucket.width = 64; bucket.height = 64; /* * initializes Libgdx Array. * Note: Investigate how Libgdx Array is different than regular Java Array. */ raindrops = new Array<Rectangle>(); /* * creates new raindrops to be drawn for our game. This method is called here to * start the first raindrop. */ spawnRaindrop(); }
// This gets called once (Constructor) public GameScreen(Skyfall gameRef) { Gdx.app.log("MY TAG", "in gamescreen constructor"); this.game = gameRef; // These variables will adjust as gameTime passes dropSpeed = 200; pastGameTime = 0; respawnTime = 1000000000; // create a Rectangle to represent the paddle paddle = new Rectangle(); paddle.x = GameUtilities.CENTER_X - 70; // center the paddle horizontally paddle.y = 50; // bottom left corner of the paddle is 20px above the bottom of the screen edge paddle.width = 140; paddle.height = 160; // create the circles array and spawn the first circle circles = new ArrayList<Circle>(); spawnCircle(); }
/** * Obtains the actor at (x,y) with TOLERANCE. * * <p>Creates a square with size = TOLERANCE and checks: * * <p>1. if some vertex from the TOLERANCE square is inside an actor bbox 2. if some actor bbox * vertex is inside the TOLERANCE square */ public InteractiveActor getInteractiveActorAtWithTolerance(float x, float y, float tolerance) { List<SceneLayer> layers = getLayers(); tmpToleranceRect.x = x - tolerance / 2; tmpToleranceRect.y = y - tolerance / 2; tmpToleranceRect.width = tolerance; tmpToleranceRect.height = tolerance; for (SceneLayer layer : layers) { if (!layer.isVisible()) continue; // Obtain actors in reverse (close to camera) for (int l = layer.getActors().size() - 1; l >= 0; l--) { BaseActor a = layer.getActors().get(l); if (a instanceof InteractiveActor && ((InteractiveActor) a).hasInteraction()) { if (a.hit(x, y) || a.hit(tmpToleranceRect.x, tmpToleranceRect.y) || a.hit(tmpToleranceRect.x + tmpToleranceRect.width, tmpToleranceRect.y) || a.hit(tmpToleranceRect.x, tmpToleranceRect.y + tmpToleranceRect.height) || a.hit( tmpToleranceRect.x + tmpToleranceRect.width, tmpToleranceRect.y + tmpToleranceRect.height)) return (InteractiveActor) a; float[] verts = a.getBBox().getTransformedVertices(); for (int i = 0; i < verts.length; i += 2) { float vx = verts[i]; float vy = verts[i + 1]; if (tmpToleranceRect.contains(vx, vy)) return (InteractiveActor) a; } } } } return null; }
@Override public void draw(SpriteBatch batch, float parentAlpha) { if (widget == null) return; validate(); // Setup transform for this group. applyTransform(batch, computeTransform()); if (scrollX) hKnobBounds.x = hScrollBounds.x + (int) ((hScrollBounds.width - hKnobBounds.width) * getScrollPercentX()); if (scrollY) vKnobBounds.y = vScrollBounds.y + (int) ((vScrollBounds.height - vKnobBounds.height) * (1 - getScrollPercentY())); // Calculate the widget's position depending on the scroll state and available widget area. float y = widgetAreaBounds.y; if (!scrollY) y -= (int) maxY; else y -= (int) (maxY - visualAmountY); if (!fadeScrollBars && scrollbarsOnTop && scrollX) { float scrollbarHeight = 0; if (style.hScrollKnob != null) scrollbarHeight = style.hScrollKnob.getMinHeight(); if (style.hScroll != null) scrollbarHeight = Math.max(scrollbarHeight, style.hScroll.getMinHeight()); y += scrollbarHeight; } float x = widgetAreaBounds.x; if (scrollX) x -= (int) visualAmountX; widget.setPosition(x, y); if (widget instanceof Cullable) { widgetCullingArea.x = -widget.getX() + widgetAreaBounds.x; widgetCullingArea.y = -widget.getY() + widgetAreaBounds.y; widgetCullingArea.width = widgetAreaBounds.width; widgetCullingArea.height = widgetAreaBounds.height; ((Cullable) widget).setCullingArea(widgetCullingArea); } // Caculate the scissor bounds based on the batch transform, the available widget area and the // camera transform. We need to // project those to screen coordinates for OpenGL ES to consume. getStage().calculateScissors(widgetAreaBounds, scissorBounds); // Draw the background ninepatch. Color color = getColor(); batch.setColor(color.r, color.g, color.b, color.a * parentAlpha); if (style.background != null) style.background.draw(batch, 0, 0, getWidth(), getHeight()); batch.flush(); // Enable scissors for widget area and draw the widget. if (ScissorStack.pushScissors(scissorBounds)) { drawChildren(batch, parentAlpha); ScissorStack.popScissors(); } // Render scrollbars and knobs on top. batch.setColor( color.r, color.g, color.b, color.a * parentAlpha * Interpolation.fade.apply(fadeAlpha / fadeAlphaSeconds)); if (scrollX && scrollY) { if (style.corner != null) { style.corner.draw( batch, hScrollBounds.x + hScrollBounds.width, hScrollBounds.y, vScrollBounds.width, vScrollBounds.y); } } if (scrollX) { if (style.hScroll != null) style.hScroll.draw( batch, hScrollBounds.x, hScrollBounds.y, hScrollBounds.width, hScrollBounds.height); if (style.hScrollKnob != null) style.hScrollKnob.draw( batch, hKnobBounds.x, hKnobBounds.y, hKnobBounds.width, hKnobBounds.height); } if (scrollY) { if (style.vScroll != null) style.vScroll.draw( batch, vScrollBounds.x, vScrollBounds.y, vScrollBounds.width, vScrollBounds.height); if (style.vScrollKnob != null) style.vScrollKnob.draw( batch, vKnobBounds.x, vKnobBounds.y, vKnobBounds.width, vKnobBounds.height); } resetTransform(batch); }
public void layout() { final Drawable bg = style.background; final Drawable hScrollKnob = style.hScrollKnob; final Drawable vScrollKnob = style.vScrollKnob; float bgLeftWidth = 0, bgRightWidth = 0, bgTopHeight = 0, bgBottomHeight = 0; if (bg != null) { bgLeftWidth = bg.getLeftWidth(); bgRightWidth = bg.getRightWidth(); bgTopHeight = bg.getTopHeight(); bgBottomHeight = bg.getBottomHeight(); } float width = getWidth(); float height = getHeight(); float scrollbarHeight = 0; if (hScrollKnob != null) scrollbarHeight = hScrollKnob.getMinHeight(); if (style.hScroll != null) scrollbarHeight = Math.max(scrollbarHeight, style.hScroll.getMinHeight()); float scrollbarWidth = 0; if (vScrollKnob != null) scrollbarWidth = vScrollKnob.getMinWidth(); if (style.vScroll != null) scrollbarWidth = Math.max(scrollbarWidth, style.vScroll.getMinWidth()); // Get available space size by subtracting background's padded area. areaWidth = width - bgLeftWidth - bgRightWidth; areaHeight = height - bgTopHeight - bgBottomHeight; if (widget == null) return; // Get widget's desired width. float widgetWidth, widgetHeight; if (widget instanceof Layout) { Layout layout = (Layout) widget; widgetWidth = layout.getPrefWidth(); widgetHeight = layout.getPrefHeight(); } else { widgetWidth = widget.getWidth(); widgetHeight = widget.getHeight(); } // Determine if horizontal/vertical scrollbars are needed. scrollX = forceScrollX || (widgetWidth > areaWidth && !disableX); scrollY = forceScrollY || (widgetHeight > areaHeight && !disableY); boolean fade = fadeScrollBars; if (!fade) { // Check again, now taking into account the area that's taken up by any enabled scrollbars. if (scrollY) { areaWidth -= scrollbarWidth; if (!scrollX && widgetWidth > areaWidth && !disableX) { scrollX = true; } } if (scrollX) { areaHeight -= scrollbarHeight; if (!scrollY && widgetHeight > areaHeight && !disableY) { scrollY = true; areaWidth -= scrollbarWidth; } } } // Set the widget area bounds. widgetAreaBounds.set(bgLeftWidth, bgBottomHeight, areaWidth, areaHeight); if (fade) { // Make sure widget is drawn under fading scrollbars. if (scrollX) areaHeight -= scrollbarHeight; if (scrollY) areaWidth -= scrollbarWidth; } else { if (scrollbarsOnTop) { // Make sure widget is drawn under non-fading scrollbars. if (scrollX) widgetAreaBounds.height += scrollbarHeight; if (scrollY) widgetAreaBounds.width += scrollbarWidth; } else { // Offset widget area y for horizontal scrollbar. if (scrollX) { if (hScrollOnBottom) { widgetAreaBounds.y += scrollbarHeight; } else { widgetAreaBounds.y = 0; } } // Offset widget area x for vertical scrollbar. if (scrollY) { if (vScrollOnRight) { widgetAreaBounds.x = 0; } else { widgetAreaBounds.x += scrollbarWidth; } } } } // If the widget is smaller than the available space, make it take up the available space. widgetWidth = disableX ? width : Math.max(areaWidth, widgetWidth); widgetHeight = disableY ? height : Math.max(areaHeight, widgetHeight); maxX = widgetWidth - areaWidth; maxY = widgetHeight - areaHeight; if (fade) { // Make sure widget is drawn under fading scrollbars. if (scrollX) maxY -= scrollbarHeight; if (scrollY) maxX -= scrollbarWidth; } scrollX(MathUtils.clamp(amountX, 0, maxX)); scrollY(MathUtils.clamp(amountY, 0, maxY)); // Set the bounds and scroll knob sizes if scrollbars are needed. if (scrollX) { if (hScrollKnob != null) { float hScrollHeight = style.hScroll != null ? style.hScroll.getMinHeight() : hScrollKnob.getMinHeight(); // the small gap where the two scroll bars intersect might have to flip from right to left float boundsX, boundsY; if (vScrollOnRight) { boundsX = bgLeftWidth; } else { boundsX = bgLeftWidth + scrollbarWidth; } // bar on the top or bottom if (hScrollOnBottom) { boundsY = bgBottomHeight; } else { boundsY = height - bgTopHeight - hScrollHeight; } hScrollBounds.set(boundsX, boundsY, areaWidth, hScrollHeight); hKnobBounds.width = Math.max( hScrollKnob.getMinWidth(), (int) (hScrollBounds.width * areaWidth / widgetWidth)); hKnobBounds.height = hScrollKnob.getMinHeight(); hKnobBounds.x = hScrollBounds.x + (int) ((hScrollBounds.width - hKnobBounds.width) * getScrollPercentX()); hKnobBounds.y = hScrollBounds.y; } else { hScrollBounds.set(0, 0, 0, 0); hKnobBounds.set(0, 0, 0, 0); } } if (scrollY) { if (vScrollKnob != null) { float vScrollWidth = style.vScroll != null ? style.vScroll.getMinWidth() : vScrollKnob.getMinWidth(); // the small gap where the two scroll bars intersect might have to flip from bottom to top float boundsX, boundsY; if (hScrollOnBottom) { boundsY = height - bgTopHeight - areaHeight; } else { boundsY = bgBottomHeight; } // bar on the left or right if (vScrollOnRight) { boundsX = width - bgRightWidth - vScrollWidth; } else { boundsX = bgLeftWidth; } vScrollBounds.set(boundsX, boundsY, vScrollWidth, areaHeight); vKnobBounds.width = vScrollKnob.getMinWidth(); vKnobBounds.height = Math.max( vScrollKnob.getMinHeight(), (int) (vScrollBounds.height * areaHeight / widgetHeight)); if (vScrollOnRight) { vKnobBounds.x = width - bgRightWidth - vScrollKnob.getMinWidth(); } else { vKnobBounds.x = bgLeftWidth; } vKnobBounds.y = vScrollBounds.y + (int) ((vScrollBounds.height - vKnobBounds.height) * (1 - getScrollPercentY())); } else { vScrollBounds.set(0, 0, 0, 0); vKnobBounds.set(0, 0, 0, 0); } } widget.setSize(widgetWidth, widgetHeight); if (widget instanceof Layout) ((Layout) widget).validate(); }
public BuggySprite( TextureAtlas myTextures, TiledMapTileLayer pTiles, TiledMapTileLayer lTiles, ArrayList<PlatformSprite> platforms, GameInputManager inputManager, int lives, World world, MainGameLayer gameLayer) { super(myTextures.findRegion("buggy_F1"), pTiles, lTiles); standRegion = myTextures.findRegion("buggy_F1"); m_walkAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1", "buggy_F2"}, 0.3f, -1); m_standAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 1.0f, -1); m_attackAnimation = new AnimateSpriteFrame(myTextures, new String[] {"man_stand_F1"}, 0.3f, 1); m_hitAnimation = null; m_tutorialAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 0.5f, -1); m_idleAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 0.5f, -1); m_throughDoorAnimation = new AnimateFadeOut(0.5f); m_floatAnimation = new AnimateSpriteFrame(myTextures, new String[] {"man_jump_F3", "man_jump_F3"}, 0.65f, -1); m_teleportIn = new AnimateFadeIn(0.35f); m_teleportOut = new AnimateFadeOut(0.35f); AnimateTranslateVertical f1 = new AnimateTranslateVertical(1.0f, 0f, -3f, 1); AnimateTranslateVertical f2 = new AnimateTranslateVertical(3.0f, 1.0f, -1f, 1); GameAnimateable[] af = {f1, f2}; m_floatAnimation2 = new GameAnimationSequence(af, -1); AnimateFade fo = new AnimateFade(0.2f, 0.9f, 0.2f); AnimateDelay delay = new AnimateDelay(0.25f); AnimateFade fi = new AnimateFade(0.2f, 0.2f, 0.9f); AnimateFade ff = new AnimateFade(0.25f, 0.2f, 1.0f); GameAnimateable[] a = {fo, fi, delay, fo, fi, delay, fo, ff}; m_invincibleAnimation = new GameAnimationSequence(a, 1); m_invincibleAnimation.setIgnoreStop(true); m_inputManager = inputManager; m_platforms = platforms; m_activeWeapon = null; maxSpeedX = 6.0f; defaultMaxSpeedX = 6.0f; maxSpeedY = 4.0f; maxFallVelocity = 20.0f; m_horizontalDragFactor = 1.0f; m_climbingDragFactor = 0.25f; m_gravity = 0.8f; m_jumping = false; m_climbing = false; m_currDir = 1; m_lives = lives; m_boundingBox.width = this.getBoundingRectangle().width / 4; m_boundOffX = this.getBoundingRectangle().width / 2; m_boundingBox.height = this.getBoundingRectangle().height / 5; m_gameLayer = gameLayer; this.runAnimation(m_standAnimation); if (gameLayer.m_stage > 1) pLight = gameLayer.createConeLight(new Color(0.8f, 0.8f, 0.5f, 0.75f), 1100, 0, 0, 0, 25); else pLight = gameLayer.createConeLight(new Color(0.8f, 0.8f, 0.5f, 0.35f), 700, 0, 0, 0, 25); pLight.setXray(true); pLight.setActive(false); m_lightX = this.getWidth() - 20; }
private void androidInput() { left.width = 75; right.width = 75; shoot.width = 75; jump.width = 75; start.width = 75; leftSt.width = Game.res.getWidth("small", "Left", 0, Align.bottomLeft, false); rightSt.width = Game.res.getWidth("small", "Right", 0, Align.bottomLeft, false); shootSt.width = Game.res.getWidth("small", "Shoot", 0, Align.bottomLeft, false); ; jumpSt.width = Game.res.getWidth("small", "Jump", 0, Align.bottomLeft, false); startSt.width = Game.res.getWidth("small", "Start", 0, Align.bottomLeft, false); leftSt.height = Game.res.getHeight("small", "Up", 0, Align.bottomLeft, false); rightSt.height = Game.res.getHeight("small", "Down", 0, Align.bottomLeft, false); shootSt.height = Game.res.getHeight("small", "Shoot", 0, Align.bottomLeft, false); jumpSt.height = Game.res.getHeight("small", "Jump", 0, Align.bottomLeft, false); startSt.height = Game.res.getHeight("small", "Start", 0, Align.bottomLeft, false); left.height = 75; right.height = 75; shoot.height = 75; jump.height = 75; start.height = 50; start.x = 10; start.y = MyConstants.WORLD_HEIGHT - start.height - 10; startSt.x = (start.x + (start.width * .5f)) - (startSt.width * .5f); startSt.y = (start.y + (start.height * .5f)) + (startSt.height * .5f); jump.x = (MyConstants.WOLRD_WIDTH) - (jump.width * .5f) - 10; jump.y = (jump.height * .5f) + 10; jumpSt.x = jump.x - (jumpSt.width * .5f); jumpSt.y = jump.y + (jumpSt.height * .5f); shoot.x = (jump.x) - jump.width - 15; shoot.y = (shoot.height * .5f) + 10; shootSt.x = shoot.x - (shootSt.width * .5f); shootSt.y = shoot.y + (shootSt.height * .5f); left.x = 10; left.y = 10; rightSt.x = (right.x + (right.width * .5f)) - (rightSt.width * .5f); rightSt.y = (right.y + (right.height * .5f)) + (rightSt.height * .5f); right.x = 10 + left.width + 10; right.y = 10; leftSt.x = (left.x + (left.width * .5f)) - (leftSt.width * .5f); leftSt.y = (left.y + (left.height * .5f)) + (leftSt.height * .5f); for (int i = 0; i < MyConstants.NUM_TOUCHES; i++) { if (Gdx.input.isTouched(i)) { if (left.contains( Gdx.input.getX(i) * (MyConstants.WOLRD_WIDTH / Game.SIZE.x), MyConstants.WORLD_HEIGHT - (Gdx.input.getY(i) * (MyConstants.WORLD_HEIGHT / Game.SIZE.y)))) { lefts[i] = true; } else { lefts[i] = false; } if (right.contains( Gdx.input.getX(i) * (MyConstants.WOLRD_WIDTH / Game.SIZE.x), MyConstants.WORLD_HEIGHT - (Gdx.input.getY(i) * (MyConstants.WORLD_HEIGHT / Game.SIZE.y)))) { rights[i] = true; } else { rights[i] = false; } if (shoot.contains( Gdx.input.getX(i) * (MyConstants.WOLRD_WIDTH / Game.SIZE.x), MyConstants.WORLD_HEIGHT - (Gdx.input.getY(i) * (MyConstants.WORLD_HEIGHT / Game.SIZE.y)))) { shoots[i] = true; } else { shoots[i] = false; } if (jump.contains( Gdx.input.getX(i) * (MyConstants.WOLRD_WIDTH / Game.SIZE.x), MyConstants.WORLD_HEIGHT - (Gdx.input.getY(i) * (MyConstants.WORLD_HEIGHT / Game.SIZE.y)))) { jumps[i] = true; } else { jumps[i] = false; } if (start.contains( Gdx.input.getX(i) * (MyConstants.WOLRD_WIDTH / Game.SIZE.x), MyConstants.WORLD_HEIGHT - (Gdx.input.getY(i) * (MyConstants.WORLD_HEIGHT / Game.SIZE.y)))) { starts[i] = true; } else { starts[i] = false; } } else { lefts[i] = false; rights[i] = false; shoots[i] = false; jumps[i] = false; starts[i] = false; } } MyInput.setKey(MyConstants.booleanArrayContains(true, lefts), MyInput.LEFT); MyInput.setKey(MyConstants.booleanArrayContains(true, rights), MyInput.RIGHT); MyInput.setKey(MyConstants.booleanArrayContains(true, shoots), MyInput.SHOOT); MyInput.setKey(MyConstants.booleanArrayContains(true, jumps), MyInput.JUMP); MyInput.setKey(MyConstants.booleanArrayContains(true, starts), MyInput.START); }
public void setHeight(float height) { bounds.height = height; }
public Player(Vector2 startPosition) { bounds.width = 4; bounds.height = 4; setPosition(startPosition); }
public void updateBounds() { recBounds.x = fX - fWidth / 2; recBounds.y = fY - fHeight / 2; recBounds.width = fWidth; recBounds.height = fHeight; }