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Java EdgeShape类代码示例

本文整理汇总了Java中com.badlogic.gdx.physics.box2d.EdgeShape的典型用法代码示例。如果您正苦于以下问题:Java EdgeShape类的具体用法?Java EdgeShape怎么用?Java EdgeShape使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


EdgeShape类属于com.badlogic.gdx.physics.box2d包,在下文中一共展示了EdgeShape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: defineHero

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
public void defineHero(){
    BodyDef bdef = new BodyDef();
    bdef.position.set(64 / TreeScreen.PPM, 32 / TreeScreen.PPM);
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    FixtureDef fdef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(SIZE_HERO / 2 / TreeScreen.PPM);
    fdef.filter.categoryBits = TreeScreen.HERO_BIT;
    fdef.filter.maskBits = TreeScreen.GROUND_BIT;

    fdef.shape = shape;
    b2body.createFixture(fdef).setUserData(this);

    EdgeShape head = new EdgeShape();
    head.set(new Vector2(-2 / TreeScreen.PPM, 6 / TreeScreen.PPM), new Vector2(2 / TreeScreen.PPM, 6 / TreeScreen.PPM));
    fdef.filter.categoryBits = TreeScreen.HERO_HEAD_BIT;
    fdef.shape = head;
    fdef.isSensor = true;

    b2body.createFixture(fdef).setUserData(this);
}
 
开发者ID:naomiHauret,项目名称:OdysseeDesMaths,代码行数:24,代码来源:Hero.java

示例2: defineMario

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
private void defineMario() {
    BodyDef bdef = new BodyDef();
    bdef.position.set(60 / MarioBros.PPM, 32 / MarioBros.PPM);
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    FixtureDef fdef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(6 / MarioBros.PPM);

    fdef.filter.categoryBits = MarioBros.MARIO_BIT;
    fdef.filter.maskBits = MarioBros.GROUND_BIT | MarioBros.COIN_BIT | MarioBros.ITEM_BIT
            | MarioBros.BRICK_BIT | MarioBros.ENEMY_BIT | MarioBros.OBJECT_BIT | MarioBros.ENEMY_HEAD_BIT;
    fdef.shape = shape;

    b2body.createFixture(fdef).setUserData(this);

    EdgeShape head = new EdgeShape();
    head.set(new Vector2(-2 / MarioBros.PPM, 7 / MarioBros.PPM), new Vector2(2 / MarioBros.PPM, 7 / MarioBros.PPM));
    fdef.shape = head;
    fdef.filter.categoryBits = MarioBros.MARIO_HEAD_BIT;
    fdef.isSensor = true;

    b2body.createFixture(fdef).setUserData(this);
}
 
开发者ID:lbalmaceda,项目名称:libgdx_mario,代码行数:26,代码来源:Mario.java

示例3: WorldEdge

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
public WorldEdge(World world, WorldEdgeType type){
	 BodyDef edgeBody = new BodyDef();
     edgeBody.type = BodyDef.BodyType.StaticBody;
     
     if (type.equals(WorldEdgeType.Right)){
         edgeBody.position.set(GameMain.WIDTH / GameMain.PIXELS_TO_METERS, 0);
     }else{
         edgeBody.position.set(0, 0);
     }
     
     FixtureDef edgeDef = new FixtureDef();
     edgeDef.filter.categoryBits = GameMain.WORLD_ENTITY;
     edgeDef.filter.maskBits = GameMain.METEOR_ENTITY;
     
     EdgeShape edge = new EdgeShape();
     edge.set(0, 0, 0, GameMain.HEIGHT);
     edgeDef.shape = edge;
     
     body = world.createBody(edgeBody);
     body.createFixture(edgeDef);
     edge.dispose();
}
 
开发者ID:GuilledelaCruz,项目名称:METEORIC,代码行数:23,代码来源:WorldEdge.java

示例4: createBody

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
/**
 * Creates the body.
 */
@Override
public void createBody()
{		
	bodyDef.position.x = x / B2FlxB.RATIO;
	bodyDef.position.y = y / B2FlxB.RATIO;
	position = bodyDef.position;
	body = B2FlxB.world.createBody(bodyDef);
	EdgeShape s;
	for(int i = 0; i < shapes.length; i++)
	{	
		s = shapes[i];
		fixtureDef.shape = s;
		body.createFixture(fixtureDef);
		s.dispose();
		s = null;
	}
	shape = null;
}
 
开发者ID:flixel-gdx,项目名称:flixel-gdx-box2d,代码行数:22,代码来源:B2FlxEdge.java

示例5: addEdge

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
private static void addEdge(Body body, float startX, float startY, float endX, float endY) {
	EdgeShape shape = new EdgeShape();
	shape.set(startX, startY, endX, endY);
	FixtureDef fixture = new FixtureDef();
	fixture.shape = shape;
	fixture.density = 1f;
	body.createFixture(fixture).setUserData(new FixtureUserData(UserDataType.LOS_BLOCKER_TILE));
	shape.dispose();
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:10,代码来源:UsableGameObject.java

示例6: createBoundry

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
public static Entity createBoundry (Vector2 start, Vector2 end) {
	Entity entity = builder.createEntity(EntityCategory.WALL, new Vector2(0, 0)).physicsBody(BodyType.StaticBody)
		.getWithoutAdding();

	FixtureDef def = new FixtureDef();
	EdgeShape edge = new EdgeShape();
	edge.set(start, end);
	def.shape = edge;
	def.filter.categoryBits = EntityCategory.WALL;

	Components.PHYSICS.get(entity).getBody().createFixture(edge, 1.0f);
	engine.addEntity(entity);
	return entity;
}
 
开发者ID:libgdx-jam,项目名称:GDXJam,代码行数:15,代码来源:EntityFactory.java

示例7: redefineHero

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
public void redefineHero(){
    Vector2 position = b2body.getPosition();
    world.destroyBody(b2body);

    BodyDef bdef = new BodyDef();
    bdef.position.set(position);
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    FixtureDef fdef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(6 / TreeScreen.PPM);
    fdef.filter.categoryBits = TreeScreen.HERO_BIT;
    fdef.filter.maskBits = TreeScreen.GROUND_BIT;

    fdef.shape = shape;
    b2body.createFixture(fdef).setUserData(this);

    EdgeShape head = new EdgeShape();
    head.set(new Vector2(-2 / TreeScreen.PPM, 6 / TreeScreen.PPM), new Vector2(2 / TreeScreen.PPM, 6 / TreeScreen.PPM));
    fdef.filter.categoryBits = TreeScreen.HERO_HEAD_BIT;
    fdef.shape = head;
    fdef.isSensor = true;

    b2body.createFixture(fdef).setUserData(this);

    timeToRedefineHero = false;

}
 
开发者ID:naomiHauret,项目名称:OdysseeDesMaths,代码行数:30,代码来源:Hero.java

示例8: redefineMario

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
private void redefineMario() {
    Vector2 currentPosition = b2body.getPosition();
    world.destroyBody(b2body);

    BodyDef bdef = new BodyDef();
    bdef.position.set(currentPosition);
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    FixtureDef fdef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(6 / MarioBros.PPM);

    fdef.filter.categoryBits = MarioBros.MARIO_BIT;
    fdef.filter.maskBits = MarioBros.GROUND_BIT | MarioBros.COIN_BIT | MarioBros.ITEM_BIT
            | MarioBros.BRICK_BIT | MarioBros.ENEMY_BIT | MarioBros.OBJECT_BIT | MarioBros.ENEMY_HEAD_BIT;
    fdef.shape = shape;

    b2body.createFixture(fdef).setUserData(this);

    EdgeShape head = new EdgeShape();
    head.set(new Vector2(-2 / MarioBros.PPM, 7 / MarioBros.PPM), new Vector2(2 / MarioBros.PPM, 7 / MarioBros.PPM));
    fdef.shape = head;
    fdef.filter.categoryBits = MarioBros.MARIO_HEAD_BIT;
    fdef.isSensor = true;

    b2body.createFixture(fdef).setUserData(this);
    timeToRedefineMario = false;
}
 
开发者ID:lbalmaceda,项目名称:libgdx_mario,代码行数:30,代码来源:Mario.java

示例9: defineBigMario

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
private void defineBigMario() {
    Vector2 currentPosition = b2body.getPosition();
    world.destroyBody(b2body);

    BodyDef bdef = new BodyDef();
    bdef.position.set(currentPosition.add(0, 10 / MarioBros.PPM));
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    FixtureDef fdef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(6 / MarioBros.PPM);

    fdef.filter.categoryBits = MarioBros.MARIO_BIT;
    fdef.filter.maskBits = MarioBros.GROUND_BIT | MarioBros.COIN_BIT | MarioBros.ITEM_BIT
            | MarioBros.BRICK_BIT | MarioBros.ENEMY_BIT | MarioBros.OBJECT_BIT | MarioBros.ENEMY_HEAD_BIT;
    fdef.shape = shape;

    b2body.createFixture(fdef).setUserData(this);

    shape.setPosition(new Vector2(0, -14 / MarioBros.PPM));
    b2body.createFixture(fdef).setUserData(this);

    EdgeShape head = new EdgeShape();
    head.set(new Vector2(-2 / MarioBros.PPM, 7 / MarioBros.PPM), new Vector2(2 / MarioBros.PPM, 7 / MarioBros.PPM));
    fdef.shape = head;
    fdef.filter.categoryBits = MarioBros.MARIO_HEAD_BIT;
    fdef.isSensor = true;

    b2body.createFixture(fdef).setUserData(this);

    timeToDefineBigMario = false;
}
 
开发者ID:lbalmaceda,项目名称:libgdx_mario,代码行数:34,代码来源:Mario.java

示例10: createEdge

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
private Body createEdge (BodyType type, float x1, float y1, float x2, float y2, float density) {
	BodyDef def = new BodyDef();
	def.type = type;
	Body box = world.createBody(def);

	EdgeShape poly = new EdgeShape();
	poly.set(new Vector2(0, 0), new Vector2(x2 - x1, y2 - y1));
	box.createFixture(poly, density);
	box.setTransform(x1, y1, 0);
	poly.dispose();

	return box;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:14,代码来源:Box2DCharacterControllerTest.java

示例11: createPolygonBody

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
/**
 * Genera un pol�gono
 * @param world El mundo
 * @param x Posici�n x
 * @param y Posici�n y
 * @return El cuerpo creado
 */
public static Body createPolygonBody(World world, float x, float y, float width, float height) {
	
	// Define un cuerpo f�sico din�mico con posici�n en el mundo 2D
	BodyDef bodyDef = new BodyDef();
	bodyDef.type = BodyType.StaticBody;
	//bodyDef.position.set(x, y);
	Body body = world.createBody(bodyDef);
	
	// Define una forma circular de 6 unidades de di�metro
	EdgeShape polygon = new EdgeShape();
	polygon.set(new Vector2(x, y), new Vector2(x + width, y + height));
	
	// Define un elemento f�sico y sus propiedades y le asigna la forma circular
	FixtureDef fixtureDef = new FixtureDef();
	// Forma del elemento f�sico
	fixtureDef.shape = polygon;
	// Densidad (kg/m^2)
	fixtureDef.density = 1f;
	// Coeficiente de fricci�n (0 - 1)
	fixtureDef.friction = 0.1f;
	// Elasticidad (0 - 1)
	fixtureDef.restitution = 0.2f;
	// A�ade el elemento f�sico al cuerpo del mundo 2D
	Fixture fixture = body.createFixture(fixtureDef);
	
	polygon.dispose();
	
	return body;
}
 
开发者ID:sfaci,项目名称:libgdx,代码行数:37,代码来源:WorldGenerator.java

示例12: createPolygonBody

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
/**
 * Genera un pol�gono
 * @param world El mundo
 * @param x Posici�n x
 * @param y Posici�n y
 * @return El cuerpo creado
 */
public static Body createPolygonBody(World world, float x, float y, float width, float height) {
	
	// Define un cuerpo f�sico din�mico con posici�n en el mundo 2D
	BodyDef bodyDef = new BodyDef();
	bodyDef.type = BodyType.StaticBody;
	//bodyDef.position.set(x, y);
	Body body = world.createBody(bodyDef);
	
	// Define una forma circular de 6 unidades de di�metro
	EdgeShape polygon = new EdgeShape();
	polygon.set(new Vector2(x, y), new Vector2(x + width, y + height));
	
	// Define un elemento f�sico y sus propiedades y le asigna la forma circular
	FixtureDef fixtureDef = new FixtureDef();
	// Forma del elemento f�sico
	fixtureDef.shape = polygon;
	// Densidad (kg/m^2)
	fixtureDef.density = 1f;
	// Coeficiente de fricci�n (0 - 1)
	fixtureDef.friction = 1f;
	// Elasticidad (0 - 1)
	fixtureDef.restitution = 0.2f;
	// A�ade el elemento f�sico al cuerpo del mundo 2D
	Fixture fixture = body.createFixture(fixtureDef);
	
	polygon.dispose();
	
	return body;
}
 
开发者ID:sfaci,项目名称:libgdx,代码行数:37,代码来源:WorldGenerator.java

示例13: FixtureSerializer

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
public FixtureSerializer(RubeScene scene, Json json)
{		
	this.scene = scene;
	chainShapeSerializer	= new ChainShapeSerializer();
	
	json.setSerializer(PolygonShape.class, new PolygonShapeSerializer());
	json.setSerializer(EdgeShape.class, new EdgeShapeSerializer());
	json.setSerializer(CircleShape.class, new CircleShapeSerializer());
	json.setSerializer(ChainShape.class, chainShapeSerializer);
}
 
开发者ID:tescott,项目名称:RubeLoader,代码行数:11,代码来源:FixtureSerializer.java

示例14: defineHero

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
public void defineHero() {
    BodyDef bdef = new BodyDef();
    bdef.position.set(50 / NoObjectionGame.PPM, 200 / NoObjectionGame.PPM);
    bdef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bdef);

    //fixture1
    FixtureDef fdef1 = new FixtureDef();
    PolygonShape shape = new PolygonShape();
    shape.setAsBox(5 / NoObjectionGame.PPM, 18 / NoObjectionGame.PPM);

    fdef1.filter.categoryBits = NoObjectionGame.HERO_BIT;
    fdef1.filter.maskBits = NoObjectionGame.DEFAULT_BIT | NoObjectionGame.DOOR_BIT | NoObjectionGame.LADDER_BIT|
            NoObjectionGame.FLOOR_BIT | NoObjectionGame.MUSHROOM;

    fdef1.shape = shape;
    b2body.createFixture(fdef1);

    EdgeShape right = new EdgeShape();
    right.set(new Vector2(6 / NoObjectionGame.PPM, -10 / NoObjectionGame.PPM), new Vector2(6 / NoObjectionGame.PPM, 10 / NoObjectionGame.PPM));
    fdef1.shape = right;
    fdef1.isSensor = true;


    //fixture2

    FixtureDef fdef2 = new FixtureDef();

    fdef2.filter.categoryBits = NoObjectionGame.HERO_BIT;
    fdef2.filter.maskBits = NoObjectionGame.DEFAULT_BIT | NoObjectionGame.DOOR_BIT |
            NoObjectionGame.LADDER_BIT| NoObjectionGame.FLOOR_BIT | NoObjectionGame.MUSHROOM;


    fdef2.shape = shape;
    b2body.createFixture(fdef2);

    EdgeShape left = new EdgeShape();
    left.set(new Vector2(-6 / NoObjectionGame.PPM, -10 / NoObjectionGame.PPM), new Vector2(-6 / NoObjectionGame.PPM, 10 / NoObjectionGame.PPM));
    fdef2.shape = left;
    fdef2.isSensor = true;

    //fixture3

    FixtureDef fdef3 = new FixtureDef();

    fdef3.filter.categoryBits = NoObjectionGame.HERO_BIT;
    fdef3.filter.maskBits = NoObjectionGame.DEFAULT_BIT | NoObjectionGame.DOOR_BIT |
            NoObjectionGame.LADDER_BIT | NoObjectionGame.FLOOR_BIT | NoObjectionGame.MUSHROOM;


    fdef3.shape = shape;
    b2body.createFixture(fdef3);

    EdgeShape bottom = new EdgeShape();
    bottom.set(new Vector2(5 / NoObjectionGame.PPM, -19 / NoObjectionGame.PPM), new Vector2(-5 / NoObjectionGame.PPM, -19 / NoObjectionGame.PPM));
    fdef3.shape = bottom;
    fdef3.isSensor = true;


    b2body.createFixture(fdef1).setUserData("right");
    b2body.createFixture(fdef2).setUserData("left");
    b2body.createFixture(fdef3).setUserData("bottom");

}
 
开发者ID:MissionBit,项目名称:summer17-android,代码行数:65,代码来源:Hero.java

示例15: create

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入依赖的package包/类
@Override
public void create () {
	batch = new SpriteBatch();
	
	Box2D.init();
	mundo = new World(new Vector2(0, -9.8f), true);
	debugRenderer = new Box2DDebugRenderer();
	
	//crear la camara del mundo box2d
	camaramundo = new OrthographicCamera();
	camaramundo.setToOrtho(false, SCREEN_WIDTH/units, SCREEN_HEIGHT/units);
	


	//OBJETO PISO
	BodyDef cuerpoPiso = new BodyDef();
	cuerpoPiso.type = BodyType.StaticBody;
	//creamos una l�nea que representa el suelo, del ancho de la pantalla
	EdgeShape linea = new EdgeShape();
	linea.set(0, 20/units, SCREEN_WIDTH/units, 20/units); 	
	//creamos el fixture
	FixtureDef fixDef=new FixtureDef();
	fixDef.shape=linea;
	fixDef.filter.categoryBits = BIT_PISO;
	fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA;
	//lo a�adimos al mundo
	piso = mundo.createBody(cuerpoPiso);
	piso.createFixture(fixDef).setUserData("piso"); // a�adimos el fixture al objeto
	
	//PAREDES
	cuerpoPiso.type = BodyType.StaticBody;
	//creamos una l�nea que representa la pared izquierda, del alto de la pantalla
	linea.set(0, 0, 0 , SCREEN_HEIGHT*2/units); 	
	//creamos el fixture
	fixDef.shape=linea;
	fixDef.filter.categoryBits = BIT_PISO;
	fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA;
	//lo a�adimos al mundo
	piso = mundo.createBody(cuerpoPiso);
	piso.createFixture(fixDef).setUserData("pared"); // a�adimos el fixture al objeto
	
	cuerpoPiso.type = BodyType.StaticBody;
	//creamos una l�nea que representa la pared derecha, del alto de la pantalla
	linea.set(SCREEN_WIDTH/units, 0, SCREEN_WIDTH/units , SCREEN_HEIGHT*2/units); 	
	//creamos el fixture
	fixDef.shape=linea;
	fixDef.filter.categoryBits = BIT_PISO;
	fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA;
	//lo a�adimos al mundo
	piso = mundo.createBody(cuerpoPiso);
	piso.createFixture(fixDef).setUserData("pared"); // a�adimos el fixture al objeto


	//OBJETO CAJA GIRATORIA
	BodyDef cuerpoCaja = new BodyDef();
	cuerpoCaja.type = BodyType.KinematicBody;
	cuerpoCaja.position.set(SCREEN_WIDTH/2/units, SCREEN_HEIGHT/4/units); 
	//creamos un rect�ngulo que representa la caja giratoria
	PolygonShape rectangulo = new PolygonShape();
	rectangulo.setAsBox(100/units, 10/units); 
	//creamos el fixture
	fixDef.shape=rectangulo;
	fixDef.filter.categoryBits = BIT_CAJA;
	fixDef.filter.maskBits = BIT_PELOTA;
	//lo a�adimos al mundo
	caja = mundo.createBody(cuerpoCaja);
	caja.createFixture(fixDef).setUserData("caja"); // a�adimos el fixture al objeto
	
	
	//es importante hacer dispose de los shapes despues de usarlos
	rectangulo.dispose();
	linea.dispose();
	
}
 
开发者ID:programacion2VideojuegosUM2015,项目名称:practicos,代码行数:75,代码来源:Clase.java


注:本文中的com.badlogic.gdx.physics.box2d.EdgeShape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。