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Java Fixture类代码示例

本文整理汇总了Java中com.badlogic.gdx.physics.box2d.Fixture的典型用法代码示例。如果您正苦于以下问题:Java Fixture类的具体用法?Java Fixture怎么用?Java Fixture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。


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

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
/**
 * Called after Box2D world step method, to notify FieldElements that the ball collided with.
 */
void processBallContacts() {
    for(int i=0; i<contactedBalls.size(); i++) {
        Ball ball = contactedBalls.get(i);
        Fixture f = contactedFixtures.get(i);
        FieldElement element = bodyToFieldElement.get(f.getBody());
        if (element!=null) {
            element.handleCollision(ball, f.getBody(), this);
            if (delegate!=null) {
                delegate.processCollision(this, element, f.getBody(), ball);
            }
            if (element.getScore()!=0) {
                this.gameState.addScore(element.getScore());
                audioPlayer.playScore();
            }
        }
    }
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:21,代码来源:Field.java

示例2: endContact

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
@Override public void endContact(Contact contact) {
    Fixture fixture = null;
    Ball ball = ballWithBody(contact.getFixtureA().getBody());
    if (ball != null) {
        fixture = contact.getFixtureB();
    }
    else {
        ball = ballWithBody(contact.getFixtureB().getBody());
        if (ball != null) {
            fixture = contact.getFixtureA();
        }
    }

    if (ball != null) {
        contactedBalls.add(ball);
        contactedFixtures.add(fixture);
    }
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:19,代码来源:Field.java

示例3: beginContact

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
/**
 * {@inheritDoc}
 */
@Override
public void beginContact(Contact contact) {
    Fixture fixA = contact.getFixtureA();
    Fixture fixB = contact.getFixtureB();

    ContactHandler handler;
    handler = beginContactFunctions.get(fixA.getFilterData().categoryBits);
    if (handler != null)
        handler.handle(fixA, fixB);

    handler = beginContactFunctions.get(fixB.getFilterData().categoryBits);
    if (handler != null)
        handler.handle(fixB, fixA);

}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:19,代码来源:WorldContactListener.java

示例4: endContact

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
/**
 * {@inheritDoc}
 */
@Override
public void endContact(Contact contact) {
    Fixture fixA = contact.getFixtureA();
    Fixture fixB = contact.getFixtureB();

    ContactHandler handler;
    handler = endContactFunctions.get(fixA.getFilterData().categoryBits);
    if (handler != null)
        handler.handle(fixA, fixB);

    handler = endContactFunctions.get(fixB.getFilterData().categoryBits);
    if (handler != null)
        handler.handle(fixB, fixA);

}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:19,代码来源:WorldContactListener.java

示例5: step

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
/**
 * Function called in the game loop, responsible for updating the fluid.
 */
public void step() {
    for (Fixture fixture : fixtures) {
        if (fixture.getBody().isAwake()) {

/* Create clipPolygon */
            List<Vector2> clipPolygon = getFixtureVertices(fixture);

/* Create subjectPolygon */
            List<Vector2> subjectPolygon;
            if (isFluidFixed) {
                subjectPolygon = fluidVertices;
            } else
                subjectPolygon = getFixtureVertices(fluidSensor);

/* Get intersection polygon */
            List<Vector2> clippedPolygon = PolygonIntersector.clipPolygons(
                    subjectPolygon, clipPolygon);

            if (!clippedPolygon.isEmpty()) {
                applyForces(fixture, clippedPolygon.toArray(new Vector2[0]));
            }
        }
    }
}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:28,代码来源:BuoyancyController.java

示例6: circleToSquare

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
/**
 * Because the algorithm is based on vertices, and the circles do not have vertices, we create a square around it.
 * @param fixture Circle fixture
 * @return A square instead of the circle
 */
private static PolygonShape circleToSquare(Fixture fixture) {
	Vector2 position = fixture.getBody().getLocalCenter();
	float x = position.x;
	float y = position .y;
	float radius = fixture.getShape().getRadius();
	
	PolygonShape octagon = new PolygonShape();
	Vector2[] vertices = new Vector2[4];
	vertices[0] = new Vector2(x-radius, y+radius);
	vertices[1]= new Vector2(x+radius, y+radius);
	vertices[2]= new Vector2(x-radius, y-radius);
	vertices[3]= new Vector2(x+radius, y-radius);
	octagon.set((Vector2[]) vertices);

	return octagon;
}
 
开发者ID:jocasolo,项目名称:water2d-libgdx,代码行数:22,代码来源:IntersectionUtils.java

示例7: Water

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
/**
 * Constructor that allows to specify if there is an effect of waves and splash particles.
 * @param waves Specifies whether the object will have waves
 * @param splashParticles Specifies whether the object will have splash particles
 */
public Water(boolean waves, boolean splashParticles) {

	this.waves = waves;
	this.splashParticles = splashParticles;
	this.fixturePairs = new HashSet<Pair<Fixture, Fixture>>();
	this.setDebugMode(false);

	if (waves) {
		textureWater = new TextureRegion(new Texture(Gdx.files.internal("water.png")));
		polyBatch = new PolygonSpriteBatch();
	}

	if (splashParticles) {
		textureDrop = new Texture(Gdx.files.internal("drop.png"));
		spriteBatch = new SpriteBatch();
		particles = new ArrayList<Particle>();
	}

	shapeBatch = new ShapeRenderer();
	shapeBatch.setColor(0, 0.5f, 1, 1);
}
 
开发者ID:jocasolo,项目名称:water2d-libgdx,代码行数:27,代码来源:Water.java

示例8: endContact

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
@Override
public void endContact(Contact contact) {

    Fixture fixA = contact.getFixtureA();
    Fixture fixB = contact.getFixtureB();
    if (fixA.getUserData() == "bottom" || fixB.getUserData() == "bottom") {
        Fixture bottom = fixA.getUserData() == "bottom" ? fixA : fixB;
        Fixture object = bottom == fixA ? fixB : fixA;

        //resets object touched
        if (object.getUserData() != null &&
                InteractiveTileObject.class.isAssignableFrom(object.getUserData().getClass())) {
            isObjectTouched = NoObjectionGame.DEFAULT;
        }
    }

}
 
开发者ID:MissionBit,项目名称:summer17-android,代码行数:18,代码来源:WorldContactListener.java

示例9: endContact

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
@Override
public void endContact(Contact contact) {
	Fixture fixtureA = contact.getFixtureA();
	Fixture fixtureB = contact.getFixtureB();
	// 夹具为空时,碰撞直接返回不执行。
	if (fixtureA == null || fixtureB == null) {
		return;
	}

	//孙悟空跳跃结束
	if (fixtureA.getUserData() != null && fixtureA.getUserData().equals("foot")) {
		// 计数器减1
		platformNum--;
	}
	if (fixtureB.getUserData() != null && fixtureB.getUserData().equals("foot")) {
		// 计数器减1
		platformNum--;
	}
}
 
开发者ID:heyzqt,项目名称:libGdx-xiyou,代码行数:20,代码来源:Box2DContactListener.java

示例10: initBall

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
private void initBall() {
    float radius = 26;

    mBall = new Circle(0.f, 0.f, radius);

    mBallTextureRegion = new TextureRegion(new Texture(Gdx.files.internal("ball.png")));

    // create physics body
    BodyDef bodyDef = new BodyDef();
    bodyDef.type = BodyDef.BodyType.DynamicBody;
    bodyDef.position.set(mBall.x, mBall.y);

    CircleShape ballShape = new CircleShape();
    ballShape.setRadius(mBall.radius - 2.f);

    mBallBody = mWorld.createBody(bodyDef);
    mBallBody.setUserData(new BodyUserDate(BODY_USER_DATA_TYPE_BALL));
    Fixture fixture = mBallBody.createFixture(ballShape, 0.5f);
    fixture.setFriction(BALL_FRICTION_BASE);
    fixture.setRestitution(0.4f);

    ballShape.dispose();
}
 
开发者ID:tgobbens,项目名称:fluffybalance,代码行数:24,代码来源:Balanceball.java

示例11: raycastPoint

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
public static List<RaycastHit> raycastPoint(final Vector2 pointToTest) {
	final List<RaycastHit> hits = new ArrayList<RaycastHit>();
	Vector2 end = pointToTest.add(new Vector2(1, 1));
	//TODO move to static single object
	physic.physicWorld.QueryAABB(new QueryCallback() {
		@Override
		public boolean reportFixture(Fixture fixture) {
			if (fixture.testPoint(pointToTest)) {
				hits.add(new RaycastHit(fixture, pointToTest));
			}
			return true;
		}
	}, pointToTest.x < end.x ? pointToTest.x : end.x, pointToTest.y < end.y ? pointToTest.y : end.y,
			pointToTest.x > end.x ? pointToTest.x : end.x, pointToTest.y > end.y ? pointToTest.y : end.y);

	return hits;
}
 
开发者ID:Radomiej,项目名称:JavityEngine,代码行数:18,代码来源:JPhysic.java

示例12: emptyDestroyList

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
public static void emptyDestroyList()
{
	if (!world.isLocked())
	{
		while(toDestroyList.size > 0)
		{
			if (toDestroyList.get(0).getBody() != null)
			{
				Body b = toDestroyList.get(0).getBody();
				Array<Fixture> fixes = new Array<Fixture>();
				world.getFixtures(fixes);
				if (fixes.contains(b.getFixtureList().first(), false)) {
					world.destroyBody(b);
				}
			}
			toDestroyList.get(0).finalCleanup();
			toDestroyList.get(0).removeFromWorldLayers(lh);
			toDestroyList.removeValue(toDestroyList.get(0), true);
		}
	}
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:22,代码来源:CGCWorld.java

示例13: die

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
public void die(DeathType death) 
{
	if(alive)
	{
		if (grabbed != null)
		{
			stopGrabbing(false);
		}
		
		gameWorld.startRespawnClock(this);
		
		Fixture f = body.getFixtureList().get(0);
		Filter fi = f.getFilterData();
		fi.categoryBits = BodyFactory.CAT_DECEASED;
		fi.maskBits = BodyFactory.MASK_DECEASED;
		f.setFilterData(fi);
		body.getFixtureList().set(0, f);
		
		super.die(death);
	}
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:22,代码来源:RookieCop.java

示例14: swapWorldLayers

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
public void swapWorldLayers(LayerHandler lh)
{
	removeFromWorldLayers(lh);
	lh.addEntityToLayer(this, LayerHandler.ground);
	swapped = true;
	
	Fixture f = body.getFixtureList().get(0);
	Filter fi = f.getFilterData();
	fi.categoryBits = BodyFactory.CAT_IMPASSABLE;
	fi.maskBits = BodyFactory.MASK_SHERIFF_GROUND;
	f.setFilterData(fi);
	body.getFixtureList().set(0, f);
	
	canFire = false;
	TimerManager.addTimer(swapTimer);
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:17,代码来源:Sheriff.java

示例15: testPlayerMud

import com.badlogic.gdx.physics.box2d.Fixture; //导入依赖的package包/类
public void testPlayerMud(GameEntity geA, GameEntity geB, Fixture fA, Fixture fB, boolean start)
{
	if (geA instanceof Player || geB instanceof Player)
	{
		if (geA instanceof Player && fA.getDensity() == BodyFactory.HIT_BOX_DEN || 
				geB instanceof Player && fB.getDensity() == BodyFactory.HIT_BOX_DEN)
		{
			if (geB.getType() == EntityType.MUD)
			{
				handlePlayerTerrain(geA, geB, start);
			}
			else if (geA.getType() == EntityType.MUD)
			{
				handlePlayerTerrain(geB, geA, start);
			}
		}
	}
}
 
开发者ID:ChainGangChase,项目名称:cgc-game,代码行数:19,代码来源:ContactManager.java


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