本文整理汇总了C#中Box2D.Dynamics.b2FixtureDef类的典型用法代码示例。如果您正苦于以下问题:C# b2FixtureDef类的具体用法?C# b2FixtureDef怎么用?C# b2FixtureDef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。
b2FixtureDef类属于Box2D.Dynamics命名空间,在下文中一共展示了b2FixtureDef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: Keyboard
public override void Keyboard(char key)
{
switch (key)
{
case ',':
if (m_bullet != null)
{
m_world.DestroyBody(m_bullet);
m_bullet = null;
}
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 0.25f;
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
fd.restitution = 0.05f;
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.bullet = true;
bd.position.Set(-31.0f, 5.0f);
m_bullet = m_world.CreateBody(bd);
m_bullet.CreateFixture(fd);
m_bullet.LinearVelocity = new b2Vec2(400.0f, 0.0f);
}
break;
}
}
示例2: VaryingRestitution
public VaryingRestitution()
{
{
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);
}
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 1.0f;
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
float[] restitution = {0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};
for (int i = 0; i < 7; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
b2Body body = m_world.CreateBody(bd);
fd.restitution = restitution[i];
body.CreateFixture(fd);
}
}
}
示例3: CreateNinja
void CreateNinja() {
spriteImageName = String.Format("{0}_standing", baseImageName);
onGround = false;
// Define the dynamic body.
var bodyDef = new b2BodyDef();
bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2DynamicBody to start the ninja as dynamic
bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
var shape = new b2CircleShape();
var radiusInMeters = (40 / Constants.PTM_RATIO) * 0.5f; //increase or decrease 40 for a different circle size definition
shape.Radius = radiusInMeters;
// 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);
}
示例4: InitPhysics
void InitPhysics()
{
var gravity = new b2Vec2(0.0f, -10.0f);
world = new b2World(gravity);
world.SetAllowSleeping(true);
world.SetContinuousPhysics(true);
var def = new b2BodyDef();
def.allowSleep = true;
def.position = b2Vec2.Zero;
def.type = b2BodyType.b2_staticBody;
b2Body groundBody = world.CreateBody(def);
groundBody.SetActive(true);
b2EdgeShape groundBox = new b2EdgeShape();
groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100));
b2FixtureDef fd = new b2FixtureDef();
fd.friction = 0.3f;
fd.restitution = 0.1f;
fd.shape = groundBox;
groundBody.CreateFixture(fd);
}
示例5: 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6: SensorTest
public SensorTest()
{
{
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);
}
#if false
{
b2FixtureDef sd = new b2FixtureDef();
sd.SetAsBox(10.0f, 2.0f, new b2Vec2(0.0f, 20.0f), 0.0f);
sd.isSensor = true;
m_sensor = ground.CreateFixture(sd);
}
#else
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 5.0f;
shape.Position = new b2Vec2(0.0f, 10.0f);
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.isSensor = true;
m_sensor = ground.CreateFixture(fd);
}
#endif
}
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 1.0f;
for (int i = 0; i < e_count; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
bd.userData = i; // m_touching[i];
m_touching[i] = false;
m_bodies[i] = m_world.CreateBody(bd);
m_bodies[i].CreateFixture(shape, 1.0f);
}
}
}
示例7: Confined
public Confined()
{
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
// Floor
shape.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(10.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
// Left wall
shape.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(-10.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
// Right wall
shape.Set(new b2Vec2(10.0f, 0.0f), new b2Vec2(10.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
// Roof
shape.Set(new b2Vec2(-10.0f, 20.0f), new b2Vec2(10.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
}
float radius = 0.5f;
b2CircleShape shape1 = new b2CircleShape();
shape1.Position = b2Vec2.Zero;
shape1.Radius = radius;
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape1;
fd.density = 1.0f;
fd.friction = 0.1f;
for (int j = 0; j < e_columnCount; ++j)
{
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(fd);
}
}
m_world.Gravity = new b2Vec2(0.0f, 0.0f);
}
示例8: 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9: 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);
}
示例10: CreateBodyWithSpriteAndFixture
protected void CreateBodyWithSpriteAndFixture(b2World world, b2BodyDef bodyDef,
b2FixtureDef fixtureDef, string spriteName)
{
// this is the meat of our class, it creates (OR recreates) the body in the world with the body definition, fixture definition and sprite name
RemoveBody(); //if remove the body if it already exists
RemoveSprite(); //if remove the sprite if it already exists
sprite = new CCSprite(spriteName);
AddChild(sprite);
body = world.CreateBody(bodyDef);
body.UserData = this;
if (fixtureDef != null)
body.CreateFixture(fixtureDef);
}
示例11: 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;
}
}
示例12: 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13: 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14: CreateCircle
public void CreateCircle()
{
float radius = 2.0f;
b2CircleShape shape = new b2CircleShape();
shape.Position = b2Vec2.Zero;
shape.Radius = radius;
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
fd.friction = 0.0f;
b2Vec2 p = new b2Vec2(Rand.RandomFloat(), 3.0f + Rand.RandomFloat());
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position = p;
//bd.allowSleep = false;
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(fd);
}
示例15: 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);
}