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Java Intersector.overlapConvexPolygons方法代码示例

本文整理汇总了Java中com.badlogic.gdx.math.Intersector.overlapConvexPolygons方法的典型用法代码示例。如果您正苦于以下问题:Java Intersector.overlapConvexPolygons方法的具体用法?Java Intersector.overlapConvexPolygons怎么用?Java Intersector.overlapConvexPolygons使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.badlogic.gdx.math.Intersector的用法示例。


在下文中一共展示了Intersector.overlapConvexPolygons方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: update

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
public void update(Application APP, Player player, Music gameMusic, float delta)
{
    for (int i = 0; i < currentEnemies.size; i++)
    {
        bulletLoop:
        for (int j = 0; j < currentBullets.size; j++)
        {
            // IF ENEMY COLLIDES WITH BULLET
            if (Intersector.overlapConvexPolygons(currentEnemies.get(i).getBounds(), currentBullets.get(j).getBounds()))
            {
                // DAMAGE THE ENEMY
                currentEnemies.get(i).renderHit = true;
                currentEnemies.get(i).playSquishSound();
                currentEnemies.get(i).setHitTexture();
                currentEnemies.get(i).reduceHealth(Bullet.getWeapon().getDamage());

                // KNOCKBACK ENEMY
                currentEnemies.get(i).knockback(Bullet.getWeapon().getKnockbackPower());
                currentEnemies.get(i).applyVelocityToPosition(delta);

                // REMOVE THE HIT BULLET
                currentBullets.get(j).isUsed = false;
                currentBullets.get(j).isOutOfScreen = false;
                currentBullets.removeIndex(j);
                break bulletLoop;
            }
        }

        // IF ENEMY COLLIDES WITH PLAYER
        if (Intersector.overlapConvexPolygons(currentEnemies.get(i).getBounds(), player.getBounds()))
        {
            Input.touchDown = false;
            APP.setScreen(deadScreen);
            gameMusic.stop();
        }
    }
}
 
开发者ID:NahroTo,项目名称:Fruit-Destroyer,代码行数:38,代码来源:CollisionHandler.java

示例2: isOverlapingWith

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
public boolean isOverlapingWith(GameObject g) {
    boolean result = false;

    float distance = Vector2.dst(this.getCenter().x, this.getCenter().y, g.getCenter().x, g.getCenter().y);
    float totalRadios = this.getRadio() + g.getRadio();

    //Solo se comprueba la colisión si la distancia entre los centros es menor a la suma de los radios
    if (distance < totalRadios)
        result = Intersector.overlapConvexPolygons(this.getLogicShape(), g.getLogicShape());

    return result;
}
 
开发者ID:SpaceGame-ETSII,项目名称:spacegame,代码行数:13,代码来源:GameObject.java

示例3: overlaps

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
@Override
public boolean overlaps(AbstractSprite sprite) {
	
	Polygon spritePolygon = new Polygon(new float[]{sprite.getBounds().getX(), sprite.getBounds().getY(),
			sprite.getBounds().getX(), sprite.getBounds().getY() + sprite.getBounds().getHeight(),
			sprite.getBounds().getX()+ sprite.getBounds().getWidth(), sprite.getBounds().getY() + sprite.getBounds().getHeight(),
			sprite.getBounds().getX()+ sprite.getBounds().getWidth(), sprite.getBounds().getY()});
	
	return Intersector.overlapConvexPolygons(spritePolygon, polygon);				
}
 
开发者ID:provenza24,项目名称:Mario-Libgdx,代码行数:11,代码来源:CastleFirebar.java

示例4: processEntity

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
@Override
public void processEntity(Entity entity, float deltaTime)
{
    if (!player.getComponent(Invincibility.class).isInvincible)
    {
        CollisionBox playerBox = player.getComponent(CollisionBox.class);
        Position playerPos = player.getComponent(Position.class);
        playerBox.poly.setPosition((float) playerPos.x, (float) playerPos.y);

        Health health = player.getComponent(Health.class);

        CollisionBox bulletBox = entity.getComponent(CollisionBox.class);
        EnemyBullet bullet = entity.getComponent(EnemyBullet.class);
        Position bulletPos = entity.getComponent(Position.class);
        bulletBox.poly.setPosition((float) bulletPos.x, (float) bulletPos.y);

        if (Intersector.overlapConvexPolygons(playerBox.poly, bulletBox.poly))
        {
            health.current -= bullet.damage;
            engine.removeEntity(entity);

            if (health.current <= 0)
            {
                engine.removeEntity(player);
            }
        }
    }
}
 
开发者ID:jzhu98,项目名称:codeday-spring2014,代码行数:29,代码来源:EnemyBulletCollisionSystem.java

示例5: processEntity

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
@Override
public void processEntity(Entity entity, float deltaTime)
{
    CollisionBox bulletBox = entity.getComponent(CollisionBox.class);
    PlayerBullet bullet = entity.getComponent(PlayerBullet.class);
    Position bulletPos = entity.getComponent(Position.class);
    bulletBox.poly.setPosition((float) bulletPos.x, (float) bulletPos.y);

    IntMap.Keys keys = enemyEntities.keys();
    while (keys.hasNext)
    {
        Entity enemy = enemyEntities.get(keys.next());
        CollisionBox enemyBox = enemy.getComponent(CollisionBox.class);
        Position enemyPos = enemy.getComponent(Position.class);
        enemyBox.poly.setPosition((float) enemyPos.x, (float) enemyPos.y);
        if (enemy.hasComponent(Direction.class))
        {
          Direction dir = enemy.getComponent(Direction.class);
          enemyBox.poly.setRotation(dir.angle());
        }

        if (Math.abs(bulletPos.x - enemyPos.x) < 50.0 &&
            Math.abs(bulletPos.y - enemyPos.y) < 50.0)
        {
            if (Intersector.overlapConvexPolygons(enemyBox.poly, bulletBox.poly))
            {
                Health hp = enemy.getComponent(Health.class);
                hp.current -= bullet.damage;
                engine.removeEntity(entity);

                if (hp.current <= 0)
                {
                    engine.removeEntity(enemy);
                }

                break;
            }
        }
    }
}
 
开发者ID:jzhu98,项目名称:codeday-spring2014,代码行数:41,代码来源:PlayerBulletCollisionSystem.java

示例6: doProcessEntity

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
@Override
public void doProcessEntity(Entity entity, float deltaTime) {
	Polygon polygon1 = BoundingAreaBuilder
			.getBoundingPolygon((EngineEntity) entity);
	CollisionComponent collisionComponent = entity
			.getComponent(CollisionComponent.class);
	SnapshotArray<RuntimeCollision> runtimeCollisions = collisionComponent
			.getBehaviors();
	Object[] runtimes = runtimeCollisions.begin();
	for (int i = 0; i < runtimeCollisions.size; i++) {
		RuntimeCollision runtime = (RuntimeCollision) runtimes[i];
		runtime.updateTargets(variablesManager);
		runtime.updateBoundingAreas(gameLoop);
		for (EngineEntity potentialTarget : runtime.getPotentialTargets()) {
			Polygon polygon2 = BoundingAreaBuilder
					.getBoundingPolygon(potentialTarget);
			if (Intersector.overlapConvexPolygons(polygon1, polygon2)) {
				ChangeVar targetEntity = new ChangeVar();
				targetEntity.setContext(ChangeVar.Context.LOCAL);
				targetEntity.setExpression("(fromid s"
						+ potentialTarget.getId() + ")");
				targetEntity
						.setVariable(ReservedVariableNames.COLLISION_TARGET);
				Array<Effect> additionalEffect = new Array<Effect>();
				additionalEffect.add(targetEntity);
				addEffects(entity, additionalEffect);
				addEffects(entity, runtime.getEffects());
				break;
			}
		}
	}
	runtimeCollisions.end();
}
 
开发者ID:e-ucm,项目名称:ead,代码行数:34,代码来源:CollisionSystem.java

示例7: update

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
@Override
public void update(float deltaTime)
{
  if (!(player.getComponent(Invincibility.class).isInvincible))
  {
    IntMap.Keys keys = enemyEntities.keys();
    while (keys.hasNext)
    {
      Entity enemy = enemyEntities.get(keys.next());
      CollisionBox enemyBox = enemy.getComponent(CollisionBox.class);
      Position enemyPos = enemy.getComponent(Position.class);
      enemyBox.poly.setPosition((float) enemyPos.x, (float) enemyPos.y);

      CollisionBox playerBox = player.getComponent(CollisionBox.class);
      Position playerPos = player.getComponent(Position.class);
      playerBox.poly.setPosition((float) playerPos.x, (float) playerPos.y);

      if (Intersector.overlapConvexPolygons(playerBox.poly, enemyBox.poly))
      {
        // Player health decrease
        player.getComponent(Health.class).current -= enemy.getComponent(Enemy.class).playerHealthHit;

        if (player.getComponent(Health.class).current <= 0)
        {
          engine.removeEntity(player);
        }
        else
        {
          // Player invulnerable
          player.getComponent(Invincibility.class).isInvincible = true;

          // Player velocity stops
          player.getComponent(Velocity.class).x = 0;
          player.getComponent(Velocity.class).y = 0;
        }

        // Enemy dies
        engine.removeEntity(enemy);

        break;
      }
    }
  }
}
 
开发者ID:jzhu98,项目名称:codeday-spring2014,代码行数:45,代码来源:EnemyCollisionSystem.java

示例8: collisionCheck

import com.badlogic.gdx.math.Intersector; //导入方法依赖的package包/类
/**
 * A method that check for collisions between objects
 *
 * @param subject
 *            the subject to check against all other objects
 * @param objects
 *            the objects in the game that may collide with the subject
 * @return true if a crash happens, false if not
 */
public Collision collisionCheck(PhysObject subject,
		List<? extends PhysObject> objects) {
	for (PhysObject object : objects) {
		boolean collided = false;
		boolean over = false;
		boolean platform = object.getPhysics().isPlatform();

			if (Intersector.overlapConvexPolygons(subject.getPhysics()
					.getPoly(), object.getPhysics().getPoly())) {
				collided = true;
			} else if (object.getPhysics().getPosition().y > subject
					.getPhysics().getPosition().y
					+ subject.getPhysics().getRect().height
					&& object.getPhysics().getPosition().x < subject
					.getPhysics().getPosition().x
					+ subject.getPhysics().getRect().width) {
				over = true;
			}

			if (collided && platform) {
				if (object.getPhysics().getPosition().y >= ((subject
						.getPhysics().getPosition().y + subject
						.getPhysics().getRect().height) - 2f)
						|| PhysEngine.collision.getCollisionType() == CollisionType.OVER) {
					subject.getPhysics().setOnTopOfObject(
							object.getPhysics());

					return PhysEngine.collision.setCollision(subject,
							object, CollisionType.ONTOP);
				} else {
					return PhysEngine.collision.setCollision(subject,
							object, CollisionType.CRASHED);
				}
			} else if (collided) {
				return PhysEngine.collision.setCollision(subject, object,
						CollisionType.CRASHED);
			} else if (over && platform) {
				return PhysEngine.collision.setCollision(subject, object,
						CollisionType.OVER);

			} else if ((subject.getPhysics().getRect().x) > (object
					.getPhysics().getRect().x + object.getPhysics()
					.getRect().width)
					&& PhysEngine.collision.getCollisionType() != CollisionType.PASSED
					&& PhysEngine.collision.getCollisionType() != CollisionType.OVER) {
				return PhysEngine.collision.setCollision(subject, object,
						CollisionType.PASSED);
			}
		}

	return PhysEngine.collision.setCollision(subject, null,
			CollisionType.NONE);
}
 
开发者ID:HorsesInSpace,项目名称:Horses-in-Space,代码行数:63,代码来源:PhysEngine.java


注:本文中的com.badlogic.gdx.math.Intersector.overlapConvexPolygons方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。