本文整理汇总了Java中com.badlogic.gdx.physics.box2d.Body.createFixture方法的典型用法代码示例。如果您正苦于以下问题:Java Body.createFixture方法的具体用法?Java Body.createFixture怎么用?Java Body.createFixture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.physics.box2d.Body
的用法示例。
在下文中一共展示了Body.createFixture方法的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: createCircle
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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2: createWall
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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3: makePolygonGround
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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4: makeRectGround
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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5: createStaticBoxBody
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
/**
* Create static body from a TiledObject Refer the box2d manual to
* understand the static body
*
* @param o
* TiledObject
*/
public Body createStaticBoxBody(float x, float y, float width, float height) {
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
// transform into box2d
x = x * WORLD_TO_BOX;
// get position-y 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);
PolygonShape polygon = new PolygonShape();
((PolygonShape) polygon).setAsBox(width * WORLD_TO_BOX / 2, height
* WORLD_TO_BOX / 2);
groundBody.createFixture(polygon, 0.0f);
groundBody.setUserData("static");
return groundBody;
}
示例6: createStaticCircleBody
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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7: createRopeTipBody
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
private Body createRopeTipBody()
{
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.linearDamping = 0.5f;
Body body = world.createBody(bodyDef);
FixtureDef circleDef = new FixtureDef();
CircleShape circle = new CircleShape();
circle.setRadius(1.0f/PTM_RATIO);
circleDef.shape = circle;
circleDef.density = 10.0f;
// Since these tips don't have to collide with anything
// set the mask bits to zero
circleDef.filter.maskBits = 0x01; //0;
body.createFixture(circleDef);
return body;
}
示例8: createStaticBoxBody
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
/**
* Create static body from a TiledObject Refer the box2d manual to
* understand the static body
*
* @param o
* TiledObject
*/
public Body createStaticBoxBody(float x, float y, float width, float height) {
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
// transform into box2d
x = x * WORLD_TO_BOX;
// get position-y from map
y = tileMapRenderer.getMapHeightUnits() - y;
// transform into box2d
y = y * WORLD_TO_BOX;
groundBodyDef.position.set(x, y);
Body groundBody = world.createBody(groundBodyDef);
PolygonShape polygon = new PolygonShape();
((PolygonShape) polygon).setAsBox(width * WORLD_TO_BOX / 2, height
* WORLD_TO_BOX / 2);
groundBody.createFixture(polygon, 0.0f);
groundBody.setUserData("static");
return groundBody;
}
示例9: createTempBody
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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;
}
示例10: createBody
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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11: createSpinner
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的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;
}
示例12: createTopTube
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
public static Array<Body> createTopTube(World world, float posX) {
float posY = generateTubePosition();
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.KinematicBody;
bodyDef.position.set(posX, posY);
PolygonShape shape = new PolygonShape();
shape.setAsBox(Constants.TUBE_WIDTH / 2, Constants.TUBE_HEIGHT / 2);
Body bodyTop = world.createBody(bodyDef);
bodyTop.createFixture(shape, 0f);
bodyTop.resetMassData();
shape.dispose();
bodyTop.setLinearVelocity(Constants.TUBE_SPEED, 0.0f);
Array<Body> bodies = new Array<Body>();
bodies.add(bodyTop);
bodies.add(createBottomTube(world, posX, posY));
return bodies;
}
示例13: createBottomTube
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
public static Body createBottomTube(World world, float posX, float posY) {
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.KinematicBody;
bodyDef.position.set(posX, posY - Constants.TUBE_SPACING - 30);
PolygonShape shape = new PolygonShape();
shape.setAsBox(Constants.TUBE_WIDTH / 2, Constants.TUBE_HEIGHT / 2);
Body body = world.createBody(bodyDef);
body.createFixture(shape, 0f);
body.resetMassData();
shape.dispose();
body.setLinearVelocity(Constants.TUBE_SPEED, 0.0f);
return body;
}
示例14: buildBodiesFromLayer
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
/**
* Erzeugt aus einem ObjectLayer Box2D Körper.
*
* @param layer die Ebene
* @param world die Box2D Welt
*/
public static void buildBodiesFromLayer(MapLayer layer, World world)
{
for(MapObject tileObject : layer.getObjects())
{
if (
tileObject instanceof TextureMapObject ||
tileObject instanceof CircleMapObject ||
tileObject instanceof EllipseMapObject)
continue;
Shape shape = createShape(tileObject, TYPE_COLLISION);
if (shape == null)
continue;
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.StaticBody;
Body body = world.createBody(bodyDef);
FixtureDef fixture = new FixtureDef();
fixture.shape = shape;
fixture.filter.categoryBits = Physics.CATEGORY_WORLD;
fixture.filter.maskBits = Physics.MASK_WORLD;
body.createFixture(fixture);
shape.dispose();
}
}
示例15: createGround
import com.badlogic.gdx.physics.box2d.Body; //导入方法依赖的package包/类
public static Array<Body> createGround(World world) {
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.StaticBody;
bodyDef.position.set(0, 0);
Body bodyGround = world.createBody(bodyDef);
PolygonShape shape = new PolygonShape();
shape.setAsBox(Constants.GROUND_SIZE.x, Constants.GROUND_SIZE.y);
bodyGround.createFixture(shape, 0f);
shape.dispose();
Array<Body> bodies = new Array<Body>();
bodies.add(bodyGround);
bodies.add(createSky(world));
return bodies;
}