Make the camera position functions work on vector-2 and vector-3 objects

This commit is contained in:
oakes
2014-05-09 21:42:11 -04:00
parent a1f269a0bf
commit ffec7a11ab
3 changed files with 83 additions and 51 deletions

View File

@@ -27,6 +27,7 @@
IsometricStaggeredTiledMapRenderer
IsometricTiledMapRenderer
OrthogonalTiledMapRenderer]
[com.badlogic.gdx.math Vector2 Vector3]
[com.badlogic.gdx.scenes.scene2d Actor Stage]
[com.badlogic.gdx.scenes.scene2d.utils ActorGestureListener Align
ChangeListener ClickListener DragListener FocusListener]
@@ -202,10 +203,10 @@ via the screen map.
entities)
:on-pinch ; the user performed a pinch zoom gesture
(fn [screen entities]
(println (:initial-pointer-1 screen)) ; the x/y start position of finger 1
(println (:initial-pointer-2 screen)) ; the x/y start position of finger 2
(println (:pointer-1 screen)) ; the x/y end position of finger 1
(println (:pointer-2 screen)) ; the x/y end position of finger 2
(println (:initial-pointer-1 screen)) ; the start position of finger 1 (see the x and y functions)
(println (:initial-pointer-2 screen)) ; the start position of finger 2 (see the x and y functions)
(println (:pointer-1 screen)) ; the end position of finger 1 (see the x and y functions)
(println (:pointer-2 screen)) ; the end position of finger 2 (see the x and y functions)
entities)
:on-tap ; the user tapped
(fn [screen entities]
@@ -380,10 +381,10 @@ via the screen map.
:on-ui-pinch ; the user performed a pinch zoom gesture
(fn [screen entities]
(println (:event screen)) ; the InputEvent - http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputEvent.html
(println (:initial-pointer-1 screen)) ; the x/y start position of finger 1
(println (:initial-pointer-2 screen)) ; the x/y start position of finger 2
(println (:pointer-1 screen)) ; the x/y end position of finger 1
(println (:pointer-2 screen)) ; the x/y end position of finger 2
(println (:initial-pointer-1 screen)) ; the start position of finger 1 (see the x and y functions)
(println (:initial-pointer-2 screen)) ; the start position of finger 2 (see the x and y functions)
(println (:pointer-1 screen)) ; the end position of finger 1 (see the x and y functions)
(println (:pointer-2 screen)) ; the end position of finger 2 (see the x and y functions)
entities)
:on-ui-tap ; the user tapped
(fn [screen entities]

View File

@@ -82,43 +82,70 @@ remains in tact.
(size! screen (* new-height (/ (game :width) (game :height))) new-height))
(defn x
"Returns the x position of the camera in `screen`."
[screen]
(let [^Camera camera (u/get-obj screen :camera)]
(. (. camera position) x)))
"Returns the x position of `object`. If `object` is a screen, the x position
of the camera will be returned."
[object]
(cond
(isa? (type object) Vector2) (. ^Vector2 object x)
(isa? (type object) Vector3) (. ^Vector3 object x)
:else (let [^Camera camera (u/get-obj object :camera)]
(. (. camera position) x))))
(defn x!
"Sets only the x position of the camera in `screen`."
[screen x-val]
(let [^Camera camera (u/get-obj screen :camera)]
(set! (. (. camera position) x) x-val)
(.update camera)))
"Sets only the x position of `object`. If `object` is a screen, the x position
of the camera will be set."
[object x-val]
(cond
(isa? (type object) Vector2) (let [^Vector2 v object]
(.set v x-val (. v y)))
(isa? (type object) Vector3) (let [^Vector3 v object]
(.set v x-val (. v y) (. v z)))
:else (let [^Camera camera (u/get-obj object :camera)]
(set! (. (. camera position) x) x-val)
(.update camera))))
(defn y
"Returns the y position of the camera in `screen`."
[screen]
(let [^Camera camera (u/get-obj screen :camera)]
(. (. camera position) y)))
"Returns the y position of `object`. If `object` is a screen, the y position
of the camera will be returned."
[object]
(cond
(isa? (type object) Vector2) (. ^Vector2 object y)
(isa? (type object) Vector3) (. ^Vector3 object y)
:else (let [^Camera camera (u/get-obj object :camera)]
(. (. camera position) y))))
(defn y!
"Sets only the y position of the camera in `screen`."
[screen y-val]
(let [^Camera camera (u/get-obj screen :camera)]
(set! (. (. camera position) y) y-val)
(.update camera)))
"Sets only the y position of `object`. If `object` is a screen, the y position
of the camera will be set."
[object y-val]
(cond
(isa? (type object) Vector2) (let [^Vector2 v object]
(.set v (. v x) y-val))
(isa? (type object) Vector3) (let [^Vector3 v object]
(.set v (. v x) y-val (. v z)))
:else (let [^Camera camera (u/get-obj object :camera)]
(set! (. (. camera position) y) y-val)
(.update camera))))
(defn z
"Returns the z position of the camera in `screen`."
[screen]
(let [^Camera camera (u/get-obj screen :camera)]
(. (. camera position) z)))
"Returns the z position of `object`. If `object` is a screen, the z position
of the camera will be returned."
[object]
(cond
(isa? (type object) Vector3) (. ^Vector3 object z)
:else (let [^Camera camera (u/get-obj object :camera)]
(. (. camera position) z))))
(defn z!
"Sets only the z position of the camera in `screen`."
[screen z-val]
(let [^Camera camera (u/get-obj screen :camera)]
(set! (. (. camera position) z) z-val)
(.update camera)))
"Sets only the z position of `object`. If `object` is a screen, the z position
of the camera will be set."
[object z-val]
(cond
(isa? (type object) Vector3) (let [^Vector3 v object]
(.set v (. v x) (. v y) z-val))
:else (let [^Camera camera (u/get-obj object :camera)]
(set! (. (. camera position) z) z-val)
(.update camera))))
(defn position
"Returns the position of the camera in `screen`."
@@ -127,18 +154,17 @@ remains in tact.
(. camera position)))
(defn position!
"Sets the position of the camera in `screen`."
([screen pos]
(let [^Camera camera (u/get-obj screen :camera)]
(set! (. camera position) pos)))
([screen x-val y-val]
(position! screen x-val y-val nil))
([screen x-val y-val z-val]
(let [^Camera camera (u/get-obj screen :camera)]
(when x-val (set! (. (. camera position) x) x-val))
(when y-val (set! (. (. camera position) y) y-val))
(when z-val (set! (. (. camera position) z) z-val))
(.update camera))))
"Sets the position of `object`. If `object` is a screen, the position of the
camera will be set."
([object vec-3]
(let [^Camera camera (u/get-obj object :camera)]
(set! (. camera position) vec-3)))
([object x-val y-val]
(position! object x-val y-val nil))
([object x-val y-val z-val]
(when x-val (x! object x-val))
(when y-val (y! object y-val))
(when z-val (z! object z-val))))
(defn direction
"Returns the direction of the camera in `screen`."

View File

@@ -395,12 +395,14 @@
(Vector2. x y)))
(defmacro vector-2
"Returns a [Vector2](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Vector2.html)."
"Returns a [Vector2](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Vector2.html).
The values can be retrieved with `x` and `y`, and modified with `x!` and `y!`."
[x y & options]
`(u/calls! ^Vector2 (vector-2* ~x ~y) ~@options))
(defmacro vector-2!
"Calls a single method on a `vector-2`."
"Calls a single method on a `vector-2`. If you're trying to modify the values,
see `x!` and `y!`."
[object k & options]
`(u/call! ^Vector2 ~object ~k ~@options))
@@ -413,12 +415,15 @@
(Vector3. x y z)))
(defmacro vector-3
"Returns a [Vector3](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Vector3.html)."
"Returns a [Vector3](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Vector3.html).
The values can be retrieved with `x`, `y` and `z`, and modified with `x!`, `y!`,
and `z!`."
[x y z & options]
`(u/calls! ^Vector3 (vector-3* ~x ~y ~z) ~@options))
(defmacro vector-3!
"Calls a single method on a `vector-3`."
"Calls a single method on a `vector-3`. If you're trying to modify the values,
see `x!`, `y!`, and `z!`."
[object k & options]
`(u/call! ^Vector3 ~object ~k ~@options))