Searched refs:worldX (Results 1 – 6 of 6) sorted by relevance
95 public int getHotSpot(float worldX, float worldY) { in getHotSpot() argument100 final int xTile = getHitTileX(worldX); in getHotSpot()119 public final int getHitTileX(float worldX) { in getHitTileX() argument124 xTile = (int)Math.floor(((worldX) / worldPixelWidth) * mWorld.getWidth()); in getHitTileX()143 float worldX = 0.0f; in getTileCenterWorldPositionX() local147 worldX = (tileX * tileWidth) + (tileWidth / 2.0f); in getTileCenterWorldPositionX()149 return worldX; in getTileCenterWorldPositionX()
188 public float snapFocalPointToWorldBoundsX(float worldX) { in snapFocalPointToWorldBoundsX() argument189 float focalPositionX = worldX; in snapFocalPointToWorldBoundsX()
585 final float worldX = x * tileWidth;587 GameObject object = spawn(type, worldX, worldY, false);
49 var worldX = this.viewport_.xViewToWorld(viewX);50 var marker = this.viewport_.findMarkerNear(worldX, 6);54 marker = this.viewport_.addMarker(worldX);62 var worldX = that.viewport_.xViewToWorld(viewX);63 marker.positionWorld = worldX;
206 xPanWorldPosToViewPos: function(worldX, viewX, viewWidth) { argument218 this.panX = (viewX / this.scaleX_) - worldX;
89 xPanWorldPosToViewPos: function(worldX, viewX, viewWidth) { argument101 this.panX = (viewX / this.scaleX_) - worldX;