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Java MathUtils.cos方法代码示例

本文整理汇总了Java中com.badlogic.gdx.math.MathUtils.cos方法的典型用法代码示例。如果您正苦于以下问题:Java MathUtils.cos方法的具体用法?Java MathUtils.cos怎么用?Java MathUtils.cos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.MathUtils的用法示例。


在下文中一共展示了MathUtils.cos方法的4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: draw

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public void draw(IFieldRenderer renderer) {
    CircleShape shape = (CircleShape)body.getFixtureList().get(0).getShape();
    Vector2 center = body.getPosition();
    float radius = shape.getRadius();
    renderer.fillCircle(center.x, center.y, radius, primaryColor);

    // Draw a smaller circle to show the ball's rotation.
    float angle = body.getAngle();
    float smallCenterX = center.x + (radius / 2) * MathUtils.cos(angle);
    float smallCenterY = center.y + (radius / 2) * MathUtils.sin(angle);
    renderer.fillCircle(smallCenterX, smallCenterY, radius / 4, secondaryColor);
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:13,代码来源:Ball.java

示例2: handleMouseClick

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
void handleMouseClick(int screenX, int screenY) {
        handleMouseMoved(screenX, screenY);

        if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
            inputBrush.doWithin((i, j) -> {
                game.getParticleSystem().removeParticle(i, j);
            });
        }

        if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
            inputBrush.doWithin((i, j) -> {
                System.out.println("brushing");
                if (selected == 0) {
                    game.getParticleSystem().removeParticle(i, j);
                } else {
                    game.getParticleSystem().addParticle(
                            new Particle(game.getPropertyDictionary().getProperties(selected), i, j)
                    );
                }
            });
        }
//        } else if (Gdx.input.isButtonPressed(Input.Buttons.RIGHT)) {
//            final float rad = new Vector2(Gdx.input.getDeltaX(), -Gdx.input.getDeltaY()).angleRad();
//            final float cos = MathUtils.cos(rad);
//            final float sin = MathUtils.sin(rad);
//
////            final int beginningX = (int) camera.position.x - (PARTICLE_BOARD_W / 2);
//
////            inputBrush.doWithin((i, j) -> {
////                game.velocitySystem.setXAt(5 * cos, (i - beginningX) / VCEL_W, j / VCEL_W);
////                game.velocitySystem.setYAt(5 * sin, (i - beginningX) / VCEL_W, j / VCEL_W);
////            });
//        }
        if (Gdx.input.isButtonPressed(Input.Buttons.RIGHT)) {
            final float rad = new Vector2(Gdx.input.getDeltaX(), -Gdx.input.getDeltaY()).angleRad();
            final float cos = MathUtils.cos(rad);
            final float sin = MathUtils.sin(rad);

            final int beginningX = (int) game.getCamera().getCameraX() - (PARTICLE_BOARD_W / 2);

            inputBrush.doWithin((i, j) -> {
                game.getVelocitySystem().setXAt(5 * cos, (i - beginningX) / VCEL_W, j / VCEL_W);
                game.getVelocitySystem().setYAt(5 * sin, (i - beginningX) / VCEL_W, j / VCEL_W);
            });
        }
    }
 
开发者ID:treeman1111,项目名称:Particles,代码行数:47,代码来源:GameScreen.java

示例3: polar

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public PointF polar( float a, float l ) {
	this.x = l * MathUtils.cos(a);
	this.y = l * MathUtils.sin( a );
	return this;
}
 
开发者ID:kurtyu,项目名称:PixelDungeonTC,代码行数:6,代码来源:PointF.java

示例4: Flare

import com.badlogic.gdx.math.MathUtils; //导入方法依赖的package包/类
public Flare( int nRays, float radius ) {

		super( 0, 0, 0, 0 );

		// FIXME
		// Texture is incorrectly created every time we need
		// to show the effect, it must be refactored

		int gradient[] = {0xFFFFFFFF, 0x00FFFFFF};
		texture = new Gradient( gradient );

		this.nRays = nRays;

		angle = 45;
		angularSpeed = 180;

		vertices = ByteBuffer.
				allocateDirect( (nRays * 2 + 1) * 4 * (Float.SIZE / 8) ).
				order( ByteOrder.nativeOrder() ).
				asFloatBuffer();

		indices = ByteBuffer.
				allocateDirect( nRays * 3 * Short.SIZE / 8 ).
				order( ByteOrder.nativeOrder() ).
				asShortBuffer();

		float v[] = new float[4];

		v[0] = 0;
		v[1] = 0;
		v[2] = 0.25f;
		v[3] = 0;
		vertices.put( v );

		v[2] = 0.75f;
		v[3] = 0;

		for (int i=0; i < nRays; i++) {

			float a = i * 3.1415926f * 2 / nRays;
			v[0] = MathUtils.cos( a ) * radius;
			v[1] = MathUtils.sin( a ) * radius;
			vertices.put( v );

			a += 3.1415926f * 2 / nRays / 2;
			v[0] = MathUtils.cos( a ) * radius;
			v[1] = MathUtils.sin( a ) * radius;
			vertices.put( v );

			indices.put( (short)0 );
			indices.put( (short)(1 + i * 2) );
			indices.put( (short)(2 + i * 2) );
		}

		indices.position( 0 );
	}
 
开发者ID:kurtyu,项目名称:PixelDungeonTC,代码行数:57,代码来源:Flare.java


注:本文中的com.badlogic.gdx.math.MathUtils.cos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。