本文整理汇总了Java中com.badlogic.gdx.physics.box2d.Body类的典型用法代码示例。如果您正苦于以下问题:Java Body类的具体用法?Java Body怎么用?Java Body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。
Body类属于com.badlogic.gdx.physics.box2d包,在下文中一共展示了Body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Java代码示例。
示例1: createRevoluteJoint
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* create Revolute Joint
*/
public RevoluteJoint createRevoluteJoint(Body bodyA, Body bodyB,
Vector2 jointPositionA, Vector2 jointPositionB,
boolean enabledMotor, int maxMotorTorque, int motorSpeed) {
RevoluteJointDef rJoint = new RevoluteJointDef();
rJoint.bodyA = bodyA;
rJoint.bodyB = bodyB;
rJoint.localAnchorA.set(jointPositionA.x * WORLD_TO_BOX,
jointPositionA.y * WORLD_TO_BOX);
rJoint.localAnchorB.set(jointPositionB.x * WORLD_TO_BOX,
jointPositionB.y * WORLD_TO_BOX);
rJoint.enableMotor = enabledMotor;
rJoint.maxMotorTorque = maxMotorTorque;
rJoint.motorSpeed = motorSpeed;
RevoluteJoint joint = (RevoluteJoint) world.createJoint(rJoint);
return joint;
}
示例2: createBody
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
private void createBody() {
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
// Set our body's starting position in the world
bodyDef.position.set(Gdx.input.getX() / 100f, camera.viewportHeight - Gdx.input.getY() / 100f);
// Create our body in the world using our body definition
Body body = world.createBody(bodyDef);
// Create a circle shape and set its radius to 6
PolygonShape square = new PolygonShape();
square.setAsBox(0.3f, 0.3f);
// Create a fixture definition to apply our shape to
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = square;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.5f;
fixtureDef.restitution = 0.5f;
// Create our fixture and attach it to the body
body.createFixture(fixtureDef);
square.dispose();
}
示例3: handleCollision
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
@Override public void handleCollision(Ball ball, Body bodyHit, Field field) {
if (retractWhenHit) {
this.setRetracted(true);
}
if (killBall) {
field.removeBall(ball);
}
else {
Vector2 impulse = this.impulseForBall(ball);
if (impulse!=null) {
ball.applyLinearImpulse(impulse);
flashForFrames(3);
}
}
}
示例4: createCircle
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/** Creates a circle object with the given position and radius. Resitution defaults to 0.6. */
public static Body createCircle(World world, float x, float y, float radius, boolean isStatic) {
CircleShape sd = new CircleShape();
sd.setRadius(radius);
FixtureDef fdef = new FixtureDef();
fdef.shape = sd;
fdef.density = 1.0f;
fdef.friction = 0.3f;
fdef.restitution = 0.6f;
BodyDef bd = new BodyDef();
bd.allowSleep = true;
bd.position.set(x, y);
Body body = world.createBody(bd);
body.createFixture(fdef);
if (isStatic) {
body.setType(BodyDef.BodyType.StaticBody);
}
else {
body.setType(BodyDef.BodyType.DynamicBody);
}
return body;
}
示例5: createWall
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Creates a wall by constructing a rectangle whose corners are (xmin,ymin) and (xmax,ymax),
* and rotating the box counterclockwise through the given angle, with specified restitution.
*/
public static Body createWall(World world, float xmin, float ymin, float xmax, float ymax,
float angle, float restitution) {
float cx = (xmin + xmax) / 2;
float cy = (ymin + ymax) / 2;
float hx = Math.abs((xmax - xmin) / 2);
float hy = Math.abs((ymax - ymin) / 2);
PolygonShape wallshape = new PolygonShape();
// Don't set the angle here; instead call setTransform on the body below. This allows future
// calls to setTransform to adjust the rotation as expected.
wallshape.setAsBox(hx, hy, new Vector2(0f, 0f), 0f);
FixtureDef fdef = new FixtureDef();
fdef.shape = wallshape;
fdef.density = 1.0f;
if (restitution>0) fdef.restitution = restitution;
BodyDef bd = new BodyDef();
bd.position.set(cx, cy);
Body wall = world.createBody(bd);
wall.createFixture(fdef);
wall.setType(BodyDef.BodyType.StaticBody);
wall.setTransform(cx, cy, angle);
return wall;
}
示例6: createStaticAttackBody
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Erzeugt automatisch einen Kreis als statischen Trigger.
*
* @see AttackHandler#createAttackFixture(Body, Shape)
*
* @param position der Mittelpunkt des Kreises
* @param radius der Radius des Kreises
*/
public void createStaticAttackBody(Vector2 position, float radius)
{
CircleShape circle = new CircleShape();
circle.setPosition(new Vector2(position.x, position.y).scl(Physics.MPP));
circle.setRadius(radius * Physics.MPP);
BodyDef triggerDef = new BodyDef();
triggerDef.type = BodyDef.BodyType.StaticBody;
Body trigger = manager.getPhysicalWorld().createBody(triggerDef);
createAttackFixture(trigger, circle);
circle.dispose();
}
示例7: processCollision
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
@Override public void processCollision(Field field, FieldElement element, Body hitBody, Ball ball) {
// When center red bumper is hit, start multiball if all center rollovers are lit,
// otherwise retract left barrier.
String elementID = element.getElementId();
if ("CenterBumper1".equals(elementID)) {
WallElement barrier = (WallElement)field.getFieldElementById("LeftTubeBarrier");
RolloverGroupElement multiballRollovers =
(RolloverGroupElement)field.getFieldElementById("ExtraBallRollovers");
if (multiballRollovers.allRolloversActive()) {
barrier.setRetracted(false);
startMultiball(field);
multiballRollovers.setAllRolloversActivated(false);
}
else {
// don't retract during multiball
if (field.getBalls().size()==1) {
barrier.setRetracted(true);
}
}
}
}
示例8: processCollision
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
@Override public void processCollision(Field field, FieldElement element, Body hitBody, Ball ball) {
// Add bumper bonus if active.
if (element instanceof BumperElement) {
double extraEnergy = 0;
if (bumperBonusActive) {
double fractionRemaining = 1 - (((double) bumperBonusNanosElapsed) / bumperBonusDurationNanos);
extraEnergy = fractionRemaining * bumperBonusMultiplier;
// Round score to nearest multiple of 10.
double bonusScore = element.getScore() * extraEnergy;
field.addScore(10 * (Math.round(bonusScore / 10)));
}
bumperEnergy = Math.min(bumperEnergy + 1 + extraEnergy, maxBumperEnergy);
double ratio = (bumperEnergy) / maxBumperEnergy;
field.getFieldElementById("BumperIndicator").setNewColor(colorForTemperatureRatio(ratio));
checkForEnableMultiball(field);
}
}
示例9: makePlatform
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Creates a pivoted platform from the given object, at the given world.
*
* @param world The world were the platform will be.
* @param object The object used to initialize the platform.
* @return The Platform Model of the created platform.
*/
static PlatformModel makePlatform(World world, RectangleMapObject object) {
PlatformModel platform = new PlatformModel(world, object);
Boolean pivoted = object.getProperties().get("pivoted", boolean.class);
if (pivoted != null && pivoted == true) {
Rectangle rect = object.getRectangle();
RectangleMapObject anchorRect = new RectangleMapObject(
rect.getX() + rect.getWidth() / 2, rect.getY() + rect.getHeight() / 2, 1, 1
);
Body anchor = makeRectGround(world, anchorRect);
RevoluteJointDef jointDef = new RevoluteJointDef();
jointDef.initialize(anchor, platform.getBody(), platform.getBody().getWorldCenter());
world.createJoint(jointDef);
}
return platform;
}
示例10: makePolygonGround
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Creates polygon ground from the given object, at the given world.
*
* @param world The world were the ground will be.
* @param object The object used to initialize the ground.
* @return The body of the created ground.
*/
static Body makePolygonGround(World world, PolygonMapObject object) {
Polygon polygon = object.getPolygon();
// Body and Fixture variables
BodyDef bdef = new BodyDef();
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(PIXEL_TO_METER * polygon.getX(), PIXEL_TO_METER * polygon.getY());
Body body = world.createBody(bdef);
float[] new_vertices = polygon.getVertices().clone();
for (int i = 0; i < new_vertices.length; i++)
new_vertices[i] *= PIXEL_TO_METER;
shape.set(new_vertices);
fdef.shape = shape;
fdef.filter.categoryBits = GROUND_BIT;
body.createFixture(fdef);
return body;
}
示例11: makeRectGround
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Creates rectangular ground from the given object, at the given world.
*
* @param world The world were the ground will be.
* @param object The object used to initialize the ground.
* @return The body of the created ground.
*/
static Body makeRectGround(World world, RectangleMapObject object) {
Rectangle rect = object.getRectangle();
// Body and Fixture variables
BodyDef bdef = new BodyDef();
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(PIXEL_TO_METER * (rect.getX() + rect.getWidth() / 2), PIXEL_TO_METER * (rect.getY() + rect.getHeight() / 2));
Body body = world.createBody(bdef);
shape.setAsBox((rect.getWidth() / 2) * PIXEL_TO_METER, (rect.getHeight() / 2) * PIXEL_TO_METER);
fdef.shape = shape;
fdef.filter.categoryBits = GROUND_BIT;
body.createFixture(fdef);
return body;
}
示例12: jump
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Logic associated to the Ball.
* Controls the Ball's current state, making it jump if on the ground, making it dunk if flying.
*/
public void jump() {
Body body = getBody();
switch (this.state) {
case LANDED:
body.applyLinearImpulse(new Vector2(0, jump_force), body.getWorldCenter(), true);
this.state = State.FLYING;
break;
case FLYING:
body.applyLinearImpulse(new Vector2(0, -1.5f * jump_force), body.getWorldCenter(), true);
this.state = State.DUNKING;
break;
case DUNKING:
// Do nothing
break;
default:
System.err.println("Unhandled state in BallEntity");
}
}
示例13: createStaticCircleBody
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Create static body from a TiledObject Refer the box2d manual to
* understand the static body
*
* @param o
* TiledObject
*/
public Body createStaticCircleBody(float x, float y, float radius) {
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
// transform into box2d
x = x * WORLD_TO_BOX;
// get position-y of object from map
y = Gdx.graphics.getHeight() - y;
// transform into box2d
y = y * WORLD_TO_BOX;
groundBodyDef.position.set(x, y);
Body groundBody = world.createBody(groundBodyDef);
CircleShape shape = new CircleShape();
((CircleShape) shape).setRadius(radius * WORLD_TO_BOX / 2);
groundBody.createFixture(shape, 0.0f);
groundBody.setUserData("static");
return groundBody;
}
示例14: applyForce
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
/**
* Apply a force to physics object with a force apply position
*
* @param data
* @param force
* @param applyPoint
*/
protected void applyForce(IPhysicsObject data, Vector2 force,
Vector2 applyPoint) {
Iterator<Body> bi = world.getBodies();
while (bi.hasNext()) {
Body b = bi.next();
IPhysicsObject e;
try {
e = (IPhysicsObject) b.getUserData(); // get the IPhysicsObject
} catch (Exception ex) {
e = null;
}
if (e != null) {
if (e == data) {
if (applyPoint == null)
b.applyForceToCenter(force);
else
b.applyForce(force, applyPoint);
}
}
}
}
示例15: createTempBody
import com.badlogic.gdx.physics.box2d.Body; //导入依赖的package包/类
public Body createTempBody(float x, float y, FixtureDef fixtureDef) {
// Dynamic Body
BodyDef bodyDef = new BodyDef();
if (box2dDebug)
bodyDef.type = BodyType.StaticBody;
else
bodyDef.type = BodyType.DynamicBody;
// transform into box2d
x = x * WORLD_TO_BOX;
y = y * WORLD_TO_BOX;
bodyDef.position.set(x, y);
Body body = world.createBody(bodyDef);
Shape shape = new CircleShape();
((CircleShape) shape).setRadius(1 * WORLD_TO_BOX);
if (fixtureDef == null)
throw new GdxRuntimeException("fixtureDef cannot be null!");
fixtureDef.shape = shape;
body.createFixture(fixtureDef);
return body;
}