本文整理汇总了C#中Box2D.Collision.Shapes.b2PolygonShape.SetAsBox方法的典型用法代码示例。如果您正苦于以下问题:C# b2PolygonShape.SetAsBox方法的具体用法?C# b2PolygonShape.SetAsBox怎么用?C# b2PolygonShape.SetAsBox使用的例子?那么恭喜您, 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类Box2D.Collision.Shapes.b2PolygonShape
的用法示例。
在下文中一共展示了b2PolygonShape.SetAsBox方法的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: 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);
//
}
示例2: 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;
}
示例3: 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
}
示例4: 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);
}
}
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);
}
}
示例6: Tumbler
public Tumbler()
{
b2Body ground;
{
b2BodyDef bd = new b2BodyDef();
ground = m_world.CreateBody(bd);
}
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.allowSleep = false;
bd.position.Set(0.0f, 10.0f);
b2Body body = m_world.CreateBody(bd);
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(0.5f, 10.0f, new b2Vec2(10.0f, 0.0f), 0.0f);
body.CreateFixture(shape, 5.0f);
shape.SetAsBox(0.5f, 10.0f, new b2Vec2(-10.0f, 0.0f), 0.0f);
body.CreateFixture(shape, 5.0f);
shape.SetAsBox(10.0f, 0.5f, new b2Vec2(0.0f, 10.0f), 0.0f);
body.CreateFixture(shape, 5.0f);
shape.SetAsBox(10.0f, 0.5f, new b2Vec2(0.0f, -10.0f), 0.0f);
body.CreateFixture(shape, 5.0f);
b2RevoluteJointDef jd = new b2RevoluteJointDef();
jd.BodyA = ground;
jd.BodyB = body;
jd.localAnchorA.Set(0.0f, 10.0f);
jd.localAnchorB.Set(0.0f, 0.0f);
jd.referenceAngle = 0.0f;
jd.motorSpeed = 0.05f * b2Settings.b2_pi;
jd.maxMotorTorque = 1e8f;
jd.enableMotor = true;
m_joint = (b2RevoluteJoint) m_world.CreateJoint(jd);
}
m_count = 0;
}
示例7: 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;
}
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;
}
}
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);
}
}
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;
}
示例11: 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;
}
}
示例12: 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;
}
}
}
示例13: Pyramid
public Pyramid()
{
{
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);
}
{
float a = 0.5f;
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(a, a);
b2Vec2 x = new b2Vec2(-7.0f, 0.75f);
b2Vec2 y;
b2Vec2 deltaX = new b2Vec2(0.5625f, 1.25f);
b2Vec2 deltaY = new b2Vec2(1.125f, 0.0f);
for (int i = 0; i < e_count; ++i)
{
y = x;
for (int j = i; j < e_count; ++j)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position = y;
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(shape, 5.0f);
y += deltaY;
}
x += deltaX;
}
}
}
示例14: BoxProp
public BoxProp(
b2World b2world,
double[] size,
double[] position
)
{
/*
static rectangle shaped prop
pars:
size - array [width, height]
position - array [x, y], in world meters, of center
*/
this.size = size;
//initialize body
var bdef = new b2BodyDef();
bdef.position = new b2Vec2(position[0], position[1]);
bdef.angle = 0;
bdef.fixedRotation = true;
this.body = b2world.CreateBody(bdef);
//initialize shape
var fixdef = new b2FixtureDef();
var shape = new b2PolygonShape();
fixdef.shape = shape;
shape.SetAsBox(this.size[0] / 2, this.size[1] / 2);
fixdef.restitution = 0.4; //positively bouncy!
this.body.CreateFixture(fixdef);
}
示例15: ShapeEditing
public ShapeEditing()
{
{
b2BodyDef bd1 = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd1);
b2EdgeShape shape1 = new b2EdgeShape();
shape1.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape1, 0.0f);
}
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
m_body = m_world.CreateBody(bd);
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(4.0f, 4.0f, new b2Vec2(0.0f, 0.0f), 0.0f);
m_fixture1 = m_body.CreateFixture(shape, 10.0f);
m_fixture2 = null;
m_sensor = false;
}