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Java EdgeShape.dispose方法代码示例

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


在下文中一共展示了EdgeShape.dispose方法的7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: WorldEdge

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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2: createBody

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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3: addEdge

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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4: createEdge

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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5: createPolygonBody

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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6: createPolygonBody

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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7: create

import com.badlogic.gdx.physics.box2d.EdgeShape; //导入方法依赖的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.dispose方法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。