本文整理汇总了Java中com.badlogic.gdx.physics.box2d.World类的典型用法代码示例。如果您正苦于以下问题:Java World类的具体用法?Java World怎么用?Java World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。
World类属于com.badlogic.gdx.physics.box2d包,在下文中一共展示了World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: initialize
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
/**
* Extracts common values from the definition parameter map, and calls finishCreate to allow
* subclasses to further initialize themselves. Subclasses should override finishCreate, and
* should not override this method.
*/
public void initialize(Map<String, ?> params, FieldElementCollection collection, World world)
throws DependencyNotAvailableException {
this.parameters = params;
this.box2dWorld = world;
this.elementID = (String)params.get(ID_PROPERTY);
@SuppressWarnings("unchecked")
List<Number> colorList = (List<Number>)params.get(COLOR_PROPERTY);
if (colorList!=null) {
this.initialColor = Color.fromList(colorList);
}
if (params.containsKey(SCORE_PROPERTY)) {
this.score = ((Number)params.get(SCORE_PROPERTY)).longValue();
}
this.finishCreateElement(params, collection);
this.createBodies(world);
}
示例2: createBodies
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
@Override public void createBodies(World world) {
this.anchorBody = Box2DFactory.createCircle(world, this.cx, this.cy, 0.05f, true);
// Joint angle is 0 when flipper is horizontal.
// The flipper needs to be slightly extended past anchorBody to rotate correctly.
float ext = (this.flipperLength > 0) ? -0.05f : +0.05f;
// Width larger than 0.12 slows rotation?
this.flipperBody = Box2DFactory.createWall(world, cx+ext, cy-0.12f, cx+flipperLength, cy+0.12f, 0f);
flipperBody.setType(BodyDef.BodyType.DynamicBody);
flipperBody.setBullet(true);
flipperBody.getFixtureList().get(0).setDensity(5.0f);
jointDef = new RevoluteJointDef();
jointDef.initialize(anchorBody, flipperBody, new Vector2(this.cx, this.cy));
jointDef.enableLimit = true;
jointDef.enableMotor = true;
// counterclockwise rotations are positive, so flip angles for flippers extending left
jointDef.lowerAngle = (this.flipperLength>0) ? this.minangle : -this.maxangle;
jointDef.upperAngle = (this.flipperLength>0) ? this.maxangle : -this.minangle;
jointDef.maxMotorTorque = 1000f;
this.joint = (RevoluteJoint)world.createJoint(jointDef);
flipperBodySet = Collections.singletonList(flipperBody);
this.setEffectiveMotorSpeed(-this.downspeed); // Force flipper to bottom when field is first created.
}
示例3: createCircle
import com.badlogic.gdx.physics.box2d.World; //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4: createWall
import com.badlogic.gdx.physics.box2d.World; //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5: initFromLevel
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
void initFromLevel(Map<String, ?> layoutMap, World world) {
this.width = asFloat(layoutMap.get(WIDTH_PROPERTY), 20.0f);
this.height = asFloat(layoutMap.get(HEIGHT_PROPERTY), 30.0f);
this.gravity = asFloat(layoutMap.get(GRAVITY_PROPERTY), 4.0f);
this.targetTimeRatio = asFloat(layoutMap.get(TARGET_TIME_RATIO_PROPERTY));
this.numberOfBalls = asInt(layoutMap.get(NUM_BALLS_PROPERTY), 3);
this.ballRadius = asFloat(layoutMap.get(BALL_RADIUS_PROPERTY), 0.5f);
this.ballColor = colorFromMap(layoutMap, BALL_COLOR_PROPERTY, DEFAULT_BALL_COLOR);
this.secondaryBallColor = colorFromMap(
layoutMap, SECONDARY_BALL_COLOR_PROPERTY, DEFAULT_SECONDARY_BALL_COLOR);
this.launchPosition = asFloatList(listForKey(layoutMap, LAUNCH_POSITION_PROPERTY));
this.launchVelocity = asFloatList(listForKey(layoutMap, LAUNCH_VELOCITY_PROPERTY));
this.launchVelocityRandomDelta = asFloatList(
listForKey(layoutMap, LAUNCH_RANDOM_VELOCITY_PROPERTY));
this.launchDeadZoneRect = asFloatList(listForKey(layoutMap, LAUNCH_DEAD_ZONE_PROPERTY));
this.allParameters = layoutMap;
this.fieldElements = createFieldElements(layoutMap, world);
}
示例6: makePlatform
import com.badlogic.gdx.physics.box2d.World; //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7: makePolygonGround
import com.badlogic.gdx.physics.box2d.World; //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8: makeRectGround
import com.badlogic.gdx.physics.box2d.World; //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9: makePowerUp
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
/**
* Creates a PowerUp from the given object, at the given world.
*
* @param world The world were the PowerUp will be.
* @param object The object used to initialize the PowerUp.
* @return The created PowerUp.
*/
static PowerUp makePowerUp(World world, RectangleMapObject object) {
String classProperty = object.getProperties().get("class", String.class);
if (classProperty == null) {
System.err.println("PowerUp has no class set!");
return null;
}
switch (classProperty) {
case "gravity":
return new GravityPowerUp(world, object);
case "velocity":
return new SpeedPowerUp(world, object);
case "jump":
return new JumpPowerUp(world, object);
default:
return new RandomPowerUp(world, object);
}
}
示例10: BoxModel
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
/**
* Box's Constructor.
* Creates a Box in the given with world, from the given object.
*
* @param world Physics world where the box will be in.
* @param object Object used to create the box.
*/
public BoxModel(World world, RectangleMapObject object) {
super(world, object.getRectangle().getCenter(new Vector2()).scl(PIXEL_TO_METER), ModelType.BOX, ANGULAR_DAMP, LINEAR_DAMP);
// Fetch density from properties
Float property = object.getProperties().get("density", float.class);
if (property != null)
density = property;
// Create Fixture's Shape
Shape shape = createPolygonShape(new float[]{
0, 0, 64, 0, 64, 64, 0, 64
}, new Vector2(64, 64));
createFixture(new FixtureProperties(shape, density, FRICTION, RESTITUTION, GROUND_BIT, (short) (BALL_BIT | GROUND_BIT | FLUID_BIT)));
}
示例11: WaterModel
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
/**
* Water Model's constructor.
* Creates a water model from the given object, into the given world.
*
* @param world The world the water model will be in.
* @param rect The rectangle to create the water model with.
*/
public WaterModel(World world, Rectangle rect) {
// 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));
this.body = world.createBody(bdef);
shape.setAsBox((rect.getWidth() / 2) * PIXEL_TO_METER, (rect.getHeight() / 2) * PIXEL_TO_METER);
fdef.shape = shape;
fdef.filter.categoryBits = FLUID_BIT;
fdef.isSensor = true;
fdef.density = 1f;
fdef.friction = 0.1f;
fdef.restitution = 0f;
body.createFixture(fdef);
body.setUserData(new BuoyancyController(world, body.getFixtureList().first()));
}
示例12: loadStaticBodies
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
public void loadStaticBodies(String bodylayer, TiledMap tiledMap) {
world = new World(new Vector2(0, -5), true);
// loop each object group.
// a object group is all objects in a layer.
for (int i = 0; i < tiledMap.objectGroups.size(); i++) {
TiledObjectGroup group = tiledMap.objectGroups.get(i);
// Find the object group of "static" layer
if (bodylayer.equals(group.name)) {
// foreach objects in this group
for (int j = 0; j < group.objects.size(); j++) {
TiledObject object = group.objects.get(j);
// create static body from the object
createStaticBody(object);
}
}
}
}
示例13: loadStaticBodies
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
protected void loadStaticBodies(String bodylayer) {
world = new World(new Vector2(0, -5), true);
// loop each object group.
// a object group is all objects in a layer.
for (int i = 0; i < tiledMap.objectGroups.size(); i++) {
TiledObjectGroup group = tiledMap.objectGroups.get(i);
// Find the object group of "static" layer
if (bodylayer.equals(group.name)) {
// foreach objects in this group
for (int j = 0; j < group.objects.size(); j++) {
TiledObject object = group.objects.get(j);
// create static body from the object
createStaticBody(object);
}
}
}
}
示例14: InteractiveTileObject
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
public InteractiveTileObject(World world, TiledMap map, Rectangle bounds){
this.world = world;
this.map = map;
this.bounds = bounds;
BodyDef bdef = new BodyDef();
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set((bounds.getX() + bounds.getWidth() / 2) / NoObjectionGame.PPM, (bounds.getY() + bounds.getHeight() / 2 )/ NoObjectionGame.PPM);
body = world.createBody(bdef);
shape.setAsBox(bounds.getWidth() / 2 / NoObjectionGame.PPM, bounds.getHeight() / 2 / NoObjectionGame.PPM);
fdef.shape = shape;
fixture = body.createFixture(fdef);
}
示例15: createSpinner
import com.badlogic.gdx.physics.box2d.World; //导入依赖的package包/类
public static Body createSpinner(World world) {
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(Constants.SPINNER_POSITIONS);
Body body = world.createBody(bodyDef);
CircleShape circle = new CircleShape();
circle.setRadius(Constants.SPINNER_SIZE);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = Constants.SPENNER_DENSITY;
fixtureDef.friction = 0f;
fixtureDef.restitution = 0.45f;
body.createFixture(fixtureDef);
circle.dispose();
return body;
}