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C# Shapes.b2PolygonShape类代码示例

本文整理汇总了C#中Box2D.Collision.Shapes.b2PolygonShape的典型用法代码示例。如果您正苦于以下问题:C# b2PolygonShape类的具体用法?C# b2PolygonShape怎么用?C# b2PolygonShape使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


b2PolygonShape类属于Box2D.Collision.Shapes命名空间,在下文中一共展示了b2PolygonShape类的15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C#代码示例。

示例1: CreatePhysicsShape

 /// <summary>
 /// 
 /// </summary>
 /// <returns></returns>
 public override b2Shape CreatePhysicsShape()
 {
     var shape = new b2PolygonShape();
     shape.SetAsBox(PhysicWidth / 2f, PhysicHeight / 2f);
     GroundSprite.DrawRect(new CCRect(0, 0,  Width, Height), CCColor4B.Black);
     return shape;
 }
开发者ID:hussein-aitlahcen,项目名称:heroesrpg,代码行数:11,代码来源:Ground.cs

示例2: JumpPad

        public JumpPad(b2Vec2 JumpImpuls, CCPoint Position, b2World gameWorld)
        {
            this.Texture = new CCTexture2D ("jumppad");
            this.Scale = SpriteScale;
            this.Position = Position;
            this.IsAntialiased = false;

            jumpImpuls = JumpImpuls;
            totalJumps = 0;

            //box2d
            b2BodyDef jumpPadDef = new b2BodyDef ();
            jumpPadDef.type = b2BodyType.b2_kinematicBody;
            jumpPadDef.position = new b2Vec2 ((Position.X + this.ScaledContentSize.Width/2)/PhysicsHandler.pixelPerMeter, (Position.Y + this.ScaledContentSize.Height/4) / PhysicsHandler.pixelPerMeter);
            JumpPadBody = gameWorld.CreateBody (jumpPadDef);

            b2PolygonShape jumpPadShape = new b2PolygonShape ();
            jumpPadShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 4);// /4 weil die hitbox nur die hälfte der textur ist

            b2FixtureDef jumpPadFixture = new b2FixtureDef ();
            jumpPadFixture.shape = jumpPadShape;
            jumpPadFixture.density = 0.0f; //Dichte
            jumpPadFixture.restitution = 0f; //Rückprall
            jumpPadFixture.friction = 0f;
            jumpPadFixture.userData = WorldFixtureData.jumppad;
            JumpPadBody.CreateFixture (jumpPadFixture);
            //
        }
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:28,代码来源:JumpPad.cs

示例3: b2PolygonShape

 public b2PolygonShape(b2PolygonShape copy)
     : base((b2Shape)copy)
 {
     Centroid = copy.Centroid;
     Array.Copy(copy.Vertices, Vertices, copy.Vertices.Length);
     Array.Copy(copy.Normals, Normals, copy.Normals.Length);
     m_vertexCount = copy.m_vertexCount;
 }
开发者ID:h7ing,项目名称:CocosSharp,代码行数:8,代码来源:b2PolygonShape.cs

示例4: ContinuousTest

        public ContinuousTest()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(0.0f, 0.0f);
                b2Body body = m_world.CreateBody(bd);

                b2EdgeShape edge = new b2EdgeShape();

                edge.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(10.0f, 0.0f));
                body.CreateFixture(edge, 0.0f);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.2f, 1.0f, new b2Vec2(0.5f, 1.0f), 0.0f);
                body.CreateFixture(shape, 0.0f);
            }

#if true
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(0.0f, 20.0f);
                //bd.angle = 0.1f;

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(2.0f, 0.1f);

                m_body = m_world.CreateBody(bd);
                m_body.CreateFixture(shape, 1.0f);

                m_angularVelocity = Rand.RandomFloat(-50.0f, 50.0f);
                //m_angularVelocity = 46.661274f;
                m_body.LinearVelocity = new b2Vec2(0.0f, -100.0f);
                m_body.AngularVelocity = m_angularVelocity;
            }
#else
        {
            b2BodyDef bd  = new b2BodyDef();
            bd.type = b2BodyType.b2_dynamicBody;
            bd.position.Set(0.0f, 2.0f);
            b2Body body = m_world.CreateBody(bd);

            b2CircleShape shape = new b2CircleShape();
            shape.Position = b2Vec2.Zero;
            shape.Radius = 0.5f;
            body.CreateFixture(shape, 1.0f);

            bd.bullet = true;
            bd.position.Set(0.0f, 10.0f);
            body = m_world.CreateBody(bd);
            body.CreateFixture(shape, 1.0f);
            body.LinearVelocity = new b2Vec2(0.0f, -100.0f);
        }
#endif
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:55,代码来源:ContinuousTest.cs

示例5: Pulleys

        public Pulleys()
        {
            float y = 16.0f;
            float L = 12.0f;
            float a = 1.0f;
            float b = 2.0f;

            b2Body ground = null;
            {
                b2BodyDef bd  = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2EdgeShape edge = new b2EdgeShape();
                edge.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                //ground->CreateFixture(&shape, 0.0f);

                b2CircleShape circle = new b2CircleShape();
                circle.Radius = 2.0f;

                circle.Position = new b2Vec2(-10.0f, y + b + L);
                ground.CreateFixture(circle, 0.0f);

                circle.Position = new b2Vec2(10.0f, y + b + L);
                ground.CreateFixture(circle, 0.0f);
            }

            {

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(a, b);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;

                //bd.fixedRotation = true;
                bd.position.Set(-10.0f, y);
                b2Body body1 = m_world.CreateBody(bd);
                body1.CreateFixture(shape, 5.0f);

                bd.position.Set(10.0f, y);
                b2Body body2 = m_world.CreateBody(bd);
                body2.CreateFixture(shape, 5.0f);

                b2PulleyJointDef pulleyDef = new b2PulleyJointDef();
                b2Vec2 anchor1 = new b2Vec2(-10.0f, y + b);
                b2Vec2 anchor2 = new b2Vec2(10.0f, y + b);
                b2Vec2 groundAnchor1 = new b2Vec2(-10.0f, y + b + L);
                b2Vec2 groundAnchor2 = new b2Vec2(10.0f, y + b + L);
                pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 1.5f);

                m_joint1 = (b2PulleyJoint) m_world.CreateJoint(pulleyDef);
            }
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:53,代码来源:Pulleys.cs

示例6: VerticalStack

        //public const int e_columnCount = 1;
        //public const int e_rowCount = 1;

        public VerticalStack()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                b2Body ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);

                shape.Set(new b2Vec2(20.0f, 0.0f), new b2Vec2(20.0f, 20.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            float[] xs = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};

            for (int j = 0; j < e_columnCount; ++j)
            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.5f, 0.5f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 1.0f;
                fd.friction = 0.3f;

                for (int i = 0; i < e_rowCount; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;

                    int n = j * e_rowCount + i;
                    Debug.Assert(n < e_rowCount * e_columnCount);
                    m_indices[n] = n;
                    bd.userData = m_indices[n];

                    float x = 0.0f;
                    //float32 x = RandomFloat(-0.02f, 0.02f);
                    //float32 x = i % 2 == 0 ? -0.025f : 0.025f;
                    bd.position.Set(xs[j] + x, 0.752f + 1.54f * i);
                    b2Body body = m_world.CreateBody(bd);

                    m_bodies[n] = body;

                    body.CreateFixture(fd);
                }
            }

            m_bullet = null;
        }
开发者ID:h7ing,项目名称:CocosSharp,代码行数:53,代码来源:VerticalStack.cs

示例7: CreatePlatform

		void CreatePlatform() {
			
			// Define the dynamic body.
			var bodyDef = new b2BodyDef();
			bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2_staticBody
			
			bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);

			var shape = new b2PolygonShape();
			
			var num = 4;
			b2Vec2[] vertices = {
				new b2Vec2(-102.0f / Constants.PTM_RATIO, -49.5f / Constants.PTM_RATIO),
				new b2Vec2(-113.0f / Constants.PTM_RATIO, -81.5f / Constants.PTM_RATIO),
				new b2Vec2(113.0f / Constants.PTM_RATIO, -84.5f / Constants.PTM_RATIO),
				new b2Vec2(106.0f / Constants.PTM_RATIO, -47.5f / Constants.PTM_RATIO)
			};
			
			shape.Set(vertices, num);
			
			
			// Define the dynamic body fixture.
			var fixtureDef = new b2FixtureDef();
			fixtureDef.shape = shape;	
			fixtureDef.density = 1.0f;
			fixtureDef.friction = 0.3f;
			fixtureDef.restitution =  0.1f;
			
			CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
			
			//CONTINUING TO ADD BODY SHAPE....
			
			// THIS IS THE Sling base....
			
			//row 1, col 1
			var num2 = 4;
			b2Vec2[] vertices2 = {
				new b2Vec2(41.0f / Constants.PTM_RATIO, -6.5f / Constants.PTM_RATIO),
				new b2Vec2(35.0f / Constants.PTM_RATIO, -57.5f / Constants.PTM_RATIO),
				new b2Vec2(57.0f / Constants.PTM_RATIO, -65.5f / Constants.PTM_RATIO),
				new b2Vec2(49.0f / Constants.PTM_RATIO, -7.5f / Constants.PTM_RATIO)
			};
			
			shape.Set(vertices2, num2);
			fixtureDef.shape = shape;
			body.CreateFixture(fixtureDef);
			
		}
开发者ID:alegogit,项目名称:AngryNinjas,代码行数:48,代码来源:StartPlatform.cs

示例8: Step

        public override void Step(Settings settings)
        {
            base.Step(settings);

            if (m_count < e_count)
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(0.0f, 10.0f);
                b2Body body = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.125f, 0.125f);
                body.CreateFixture(shape, 1.0f);

                ++m_count;
            }
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:18,代码来源:Tumbler.cs

示例9: Prismatic

        public Prismatic()
        {
            b2Body ground = null;
            {
                b2BodyDef bd  = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(2.0f, 0.5f);

                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(-10.0f, 10.0f);
                bd.angle = 0.5f * b2Settings.b2_pi;
                bd.allowSleep = false;
                b2Body body = m_world.CreateBody(bd);
                body.CreateFixture(shape, 5.0f);

                b2PrismaticJointDef pjd = new b2PrismaticJointDef();

                // Bouncy limit
                b2Vec2 axis = new b2Vec2(2.0f, 1.0f);
                axis.Normalize();
                pjd.Initialize(ground, body, new b2Vec2(0.0f, 0.0f), axis);

                // Non-bouncy limit
                //pjd.Initialize(ground, body, b2Vec2(-10.0f, 10.0f), b2Vec2(1.0f, 0.0f));

                pjd.motorSpeed = 10.0f;
                pjd.maxMotorForce = 10000.0f;
                pjd.enableMotor = true;
                pjd.lowerTranslation = 0.0f;
                pjd.upperTranslation = 20.0f;
                pjd.enableLimit = true;

                m_joint = (b2PrismaticJoint) m_world.CreateJoint(pjd);
            }
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:44,代码来源:Prismatic.cs

示例10: Platform

        public Platform(List<CCPoint> platformWaypoints, int platformSpeed, Container gameContainer)
        {
            this.Texture = new CCTexture2D("platform");
            this.Scale = SpriteScale;
            this.IsAntialiased = false;

            this.Position = platformWaypoints [0];
            Waypoints = platformWaypoints;
            speed = platformSpeed;
            //umso geringer der speed umso schneller die platform

            CurrentWaypoint = 0;
            wayToMove = new CCSize (Waypoints [CurrentWaypoint + 1].X - Waypoints [CurrentWaypoint].X, Waypoints [CurrentWaypoint + 1].Y - Waypoints [CurrentWaypoint].Y);

            //box2d
            b2BodyDef platformDef = new b2BodyDef ();
            platformDef.type = b2BodyType.b2_kinematicBody;
            platformDef.position = new b2Vec2 (Waypoints[CurrentWaypoint].X / PhysicsHandler.pixelPerMeter, Waypoints[CurrentWaypoint].Y / PhysicsHandler.pixelPerMeter);
            platformBody = gameContainer.physicsHandler.gameWorld.CreateBody (platformDef);

            b2PolygonShape platformShape = new b2PolygonShape ();
            platformShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 2);

            b2FixtureDef platformFixture = new b2FixtureDef ();
            platformFixture.shape = platformShape;
            platformFixture.density = 0.0f; //Dichte
            platformFixture.restitution = 0f; //Rückprall
            platformFixture.userData = WorldFixtureData.platform;
            platformBody.CreateFixture (platformFixture);
            //

            this.Position = new CCPoint (platformBody.Position.x * PhysicsHandler.pixelPerMeter, platformBody.Position.y * PhysicsHandler.pixelPerMeter);

            progressionX = wayToMove.Width/ (float)speed;
            progressionY =  wayToMove.Height/(float)speed ;
            if (float.IsInfinity (progressionX))
                progressionX = 0;
            if (float.IsInfinity (progressionY))
                progressionY = 0;
            b2Vec2 Velocity = platformBody.LinearVelocity;
            Velocity.y = progressionY;
            Velocity.x = progressionX;
            platformBody.LinearVelocity = Velocity;
        }
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:44,代码来源:Platform.cs

示例11: AddPair

        public AddPair()
        {
            m_world.Gravity = new b2Vec2(0.0f, 0.0f);
            {
                b2CircleShape shape = new b2CircleShape();
                shape.Position = b2Vec2.Zero;
                shape.Radius = 0.1f;

                float minX = -6.0f;
                float maxX = 0.0f;
                float minY = 4.0f;
                float maxY = 6.0f;

                for (int i = 0; i < 400; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position = new b2Vec2(Rand.RandomFloat(minX, maxX), Rand.RandomFloat(minY, maxY));
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(shape, 0.01f);
                }
            }

            {
                b2Shape shape = null;
                if (_DoCircle)
                {
                    shape = new b2CircleShape();
                    ((b2CircleShape)shape).Radius = 1.5f;
                }
                else
                {
                    shape = new b2PolygonShape();
                    ((b2PolygonShape)shape).SetAsBox(1.6f, 1.6f);
                }
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position = new b2Vec2(-40.0f, 5.0f);
                bd.bullet = true;
                b2Body body = m_world.CreateBody(bd);
                body.CreateFixture(shape, 1.0f);
                body.LinearVelocity = new b2Vec2(150.0f, 0.0f);
            }
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:44,代码来源:AddPair.cs

示例12: CreateGround

		private void CreateGround()
		{
			// Define the dynamic body.
			var bodyDef = new b2BodyDef();
			bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2_staticBody
			
			bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
			
			b2PolygonShape shape = new b2PolygonShape();
			
			int num = 4;
			b2Vec2[] vertices = {
				new b2Vec2(-1220.0f / Constants.PTM_RATIO, 54.0f / Constants.PTM_RATIO),
				new b2Vec2(-1220.0f / Constants.PTM_RATIO, -52.0f / Constants.PTM_RATIO),
				new b2Vec2(1019.0f / Constants.PTM_RATIO, -52.0f / Constants.PTM_RATIO),
				new b2Vec2(1019.0f / Constants.PTM_RATIO, 54.0f / Constants.PTM_RATIO)
			};
			
			shape.Set(vertices, num);
			
			
			// Define the dynamic body fixture.
			var fixtureDef = new b2FixtureDef();
			fixtureDef.shape = shape;	
			fixtureDef.density = 1.0f;
			fixtureDef.friction = 1.0f;
			fixtureDef.restitution =  0.1f;
			
			CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
			
			if (!TheLevel.SharedLevel.IS_RETINA)
			{
				//non retina adjustment
				sprite.ScaleX = 1.05f;
				
			} else {
				
				// retina adjustment
				
				sprite.ScaleX = 2.05f;
				sprite.ScaleY = 2.0f;
			}

		}
开发者ID:headinthebox,项目名称:cocos-sharp-samples,代码行数:44,代码来源:GroundPlane.cs

示例13: OneSidedPlatform

        public OneSidedPlatform()
        {
            // Ground
            {
                b2BodyDef bd  = new b2BodyDef();
                b2Body ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-20.0f, 0.0f), new b2Vec2(20.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            // Platform
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(0.0f, 10.0f);
                b2Body body = m_world.CreateBody(bd);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(3.0f, 0.5f);
                m_platform = body.CreateFixture(shape, 0.0f);

                m_bottom = 10.0f - 0.5f;
                m_top = 10.0f + 0.5f;
            }

            // Actor
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(0.0f, 12.0f);
                b2Body body = m_world.CreateBody(bd);

                m_radius = 0.5f;
                b2CircleShape shape = new b2CircleShape();
                shape.Radius = m_radius;
                m_character = body.CreateFixture(shape, 20.0f);

                body.LinearVelocity = new b2Vec2(0.0f, -50.0f);

                m_state = State.e_unknown;
            }
        }
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:43,代码来源:OneSidedPlatform.cs

示例14: Chain

        public Chain()
        {
            b2Body ground = null;
            {
                b2BodyDef bd  = new b2BodyDef();
                ground = m_world.CreateBody(bd);

                b2EdgeShape shape = new b2EdgeShape();
                shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
                ground.CreateFixture(shape, 0.0f);
            }

            {
                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.6f, 0.125f);

                b2FixtureDef fd = new b2FixtureDef();
                fd.shape = shape;
                fd.density = 20.0f;
                fd.friction = 0.2f;

                b2RevoluteJointDef jd = new b2RevoluteJointDef();
                jd.CollideConnected = false;

                const float y = 25.0f;
                b2Body prevBody = ground;
                for (int i = 0; i < 30; ++i)
                {
                    b2BodyDef bd  = new b2BodyDef();
                    bd.type = b2BodyType.b2_dynamicBody;
                    bd.position.Set(0.5f + i, y);
                    b2Body body = m_world.CreateBody(bd);
                    body.CreateFixture(fd);

                    b2Vec2 anchor = new b2Vec2(i, y);
                    jd.Initialize(prevBody, body, anchor);
                    m_world.CreateJoint(jd);

                    prevBody = body;
                }
            }
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:42,代码来源:Chain.cs

示例15: BulletTest

        public BulletTest()
        {
            {
                b2BodyDef bd  = new b2BodyDef();
                bd.position.Set(0.0f, 0.0f);
                b2Body body = m_world.CreateBody(bd);

                b2EdgeShape edge = new b2EdgeShape();

                edge.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(10.0f, 0.0f));
                body.CreateFixture(edge, 0.0f);

                b2PolygonShape shape = new b2PolygonShape();
                shape.SetAsBox(0.2f, 1.0f, new b2Vec2(0.5f, 1.0f), 0.0f);
                body.CreateFixture(shape, 0.0f);
            }

            {
                b2BodyDef bd  = new b2BodyDef();
                bd.type = b2BodyType.b2_dynamicBody;
                bd.position.Set(0.0f, 4.0f);

                b2PolygonShape box = new b2PolygonShape();
                box.SetAsBox(2.0f, 0.1f);

                m_body = m_world.CreateBody(bd);
                m_body.CreateFixture(box, 1.0f);

                box.SetAsBox(0.25f, 0.25f);

                //m_x = RandomFloat(-1.0f, 1.0f);
                m_x = 0.20352793f;
                bd.position.Set(m_x, 10.0f);
                bd.bullet = true;

                m_bullet = m_world.CreateBody(bd);
                m_bullet.CreateFixture(box, 100.0f);

                m_bullet.LinearVelocity = new b2Vec2(0.0f, -50.0f);
            }
        }
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:41,代码来源:BulletTest.cs


注:本文中的Box2D.Collision.Shapes.b2PolygonShape类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。