Searched refs:facingDirection (Results 1 – 17 of 17) sorted by relevance
99 if (parentObject.facingDirection.x < 0.0f) { in update()103 if (parentObject.facingDirection.y < 0.0f) { in update()109 if (parentObject.facingDirection.x < 0.0f) { in update()113 if (parentObject.facingDirection.y < 0.0f) { in update()119 if (parentObject.facingDirection.x < 0.0f) { in update()123 if (parentObject.facingDirection.y < 0.0f) { in update()
230 parentObject.facingDirection.x = 1; in walk()232 parentObject.facingDirection.x = -1; in walk()268 parentObject.facingDirection.x = 1; in run()270 parentObject.facingDirection.x = -1; in run()295 parentObject.facingDirection.x = 1; in shoot()297 parentObject.facingDirection.x = -1; in shoot()306 parentObject.facingDirection.x = 1; in jumpStart()308 parentObject.facingDirection.x = -1; in jumpStart()336 parentObject.facingDirection.x = 1; in jumpAir()338 parentObject.facingDirection.x = -1; in jumpAir()
108 sFlip.flipX = (record.object.facingDirection.x < 0.0f); in update()109 sFlip.flipY = (record.object.facingDirection.y < 0.0f); in update()121 sOtherFlip.flipX = (other.object.facingDirection.x < 0.0f); in update()122 sOtherFlip.flipY = (other.object.facingDirection.y < 0.0f); in update()328 sCompareFlip.flipX = (object1.object.facingDirection.x < 0.0f); in compare()329 sCompareFlip.flipY = (object1.object.facingDirection.y < 0.0f); in compare()336 sCompareFlip.flipX = (object2.object.facingDirection.x < 0.0f); in compare()337 sCompareFlip.flipY = (object2.object.facingDirection.y < 0.0f); in compare()
92 parentObject.facingDirection.x = -1.0f; in update()94 parentObject.facingDirection.x = 1.0f; in update()141 parentObject.facingDirection.x = -1.0f; in facePlayer()143 parentObject.facingDirection.x = 1.0f; in facePlayer()
120 != Utils.sign(parentObject.facingDirection.x)) { in update()128 != Utils.sign(parentObject.facingDirection.x)) { in update()142 if (parentObject.facingDirection.x < 0.0f) { in update()222 == Utils.sign(parentObject.facingDirection.x)) { in updateAttack()251 mMaxSpeed * Utils.sign(parentObject.facingDirection.x); in updateAttack()
109 mLaunchDirection.multiply(parentObject.facingDirection); in fire()127 position.x + (mLaunchEffectOffsetX * parentObject.facingDirection.x), in fire()128 position.y + (mLaunchEffectOffsetY * parentObject.facingDirection.y), in fire()
52 public Vector2 facingDirection; field in GameObject89 facingDirection = new Vector2(1, 0); in GameObject()105 facingDirection.set(1.0f, 1.0f); in reset()
37 if (parentObject.facingDirection.x != 0.0f && parentObject.getVelocity().x != 0.0f) { in update()38 parentObject.facingDirection.x = Utils.sign(parentObject.getVelocity().x); in update()
209 parentObject.facingDirection.x = -1.0f; in update()211 parentObject.facingDirection.x = 1.0f; in update()273 parentObject.facingDirection.x = -1.0f; in update()275 parentObject.facingDirection.x = 1.0f; in update()
114 updateFlip(bitmap, parentObject.facingDirection.x < 0.0f, in update()115 parentObject.facingDirection.y < 0.0f); in update()
137 if (parentObject.facingDirection.x < 0.0f) { in launch()142 if (parentObject.facingDirection.y < 0.0f) { in launch()
59 == Utils.sign(parentObject.facingDirection.x)); in update()
80 parentObject.getImpulse().x += mAttackImpulseX * parentObject.facingDirection.x; in update()
1295 object.facingDirection.x = -1.0f;1457 object.facingDirection.x = -1.0f;1670 object.facingDirection.x = -1.0f;1859 object.facingDirection.x = -1.0f;2011 object.facingDirection.x = -1.0f;2112 object.facingDirection.x = -1.0f;2115 object.getVelocity().x = 50.0f * object.facingDirection.x;2116 object.getTargetVelocity().x = 50.0f * object.facingDirection.x;2275 object.facingDirection.x = -1.0f;2378 object.facingDirection.x = -1.0f;[all …]
146 parentObject.getPosition().y, parentObject.facingDirection.x < 0.0f); in die()
138 y, parent.facingDirection.x < 0.0f); in hitVictim()
121 parentObject.getVelocity().x = -parentObject.facingDirection.x * HIT_IMPULSE; in update()