本文整理汇总了Java中com.badlogic.gdx.physics.box2d.Fixture.setSensor方法的典型用法代码示例。如果您正苦于以下问题:Java Fixture.setSensor方法的具体用法?Java Fixture.setSensor怎么用?Java Fixture.setSensor使用的例子?那么恭喜您, 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.Fixture
的用法示例。
在下文中一共展示了Fixture.setSensor方法的4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: create
import com.badlogic.gdx.physics.box2d.Fixture; //导入方法依赖的package包/类
@Override
public void create() {
TextureComponent textureComponent = getComponentByType(TextureComponent.class);
if (textureComponent != null) {
textureComponent.textureRegion = new TextureRegion(
new Texture(Gdx.files.internal("element_yellow_polygon_glossy.png")));
}
// create physics body
PhysicsComponent physicsComponent = getComponentByType(PhysicsComponent.class);
PositionComponent positionComponent = getComponentByType(PositionComponent.class);
SizeComponent sizeComponent = getComponentByType(SizeComponent.class);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.StaticBody;
bodyDef.position.set(positionComponent.position);
bodyDef.angle = (mIsPointLeft ? 10.f : -10.f) * MathUtils.degRad;
CircleShape pointShape = new CircleShape();
pointShape.setRadius(sizeComponent.width * 0.5f);
PhysicsSystem physicsSystem = mEngine.getFirstSystemOfType(PhysicsSystem.class);
physicsComponent.body = physicsSystem.getWorld().createBody(bodyDef);
physicsComponent.body.setUserData(
new PhysicsSystem.BodyUserDate(
mIsPointLeft ? PhysicsSystem.BODY_USER_DATA_TYPE_POINT_LEFT : PhysicsSystem.BODY_USER_DATA_TYPE_POINT_RIGHT));
Fixture fixtureLeftPoint = physicsComponent.body.createFixture(pointShape, 0.f);
fixtureLeftPoint.setSensor(true);
pointShape.dispose();
}
示例2: attachFootSensor
import com.badlogic.gdx.physics.box2d.Fixture; //导入方法依赖的package包/类
private void attachFootSensor(Body body, float width) {
PolygonShape shape = new PolygonShape();
Vector2 localBottom = body.getLocalPoint(new Vector2(getCenterX(), getBottom()));
shape.setAsBox(width * 0.47f, 0.12f, localBottom, 0);
Fixture fixture = body.createFixture(shape, 0);
fixture.setSensor(true);
shape.dispose();
}
示例3: setReappearWait
import com.badlogic.gdx.physics.box2d.Fixture; //导入方法依赖的package包/类
public void setReappearWait(boolean isReappearWait) {
this.isReappearWait = isReappearWait;
Fixture fixture = body.getFixtureList().get(0);
fixture.setSensor(isReappearWait);
sprite.setAlpha(isReappearWait ? 0 : 1);
}
示例4: initPoints
import com.badlogic.gdx.physics.box2d.Fixture; //导入方法依赖的package包/类
private void initPoints() {
float pointOffsetX = 22.f;
float pointOffsetY = 32.f;
float radius = 12.f;
mPointsTextureRegion = new TextureRegion(
new Texture(Gdx.files.internal("element_yellow_polygon_glossy.png")));
mPointLeft = new Circle(mStickLeafDimen.x - pointOffsetX,
mStickLeafDimen.y + mStickLeafDimen.height + pointOffsetY,
radius);
// create physics body
BodyDef bodyDefL = new BodyDef();
bodyDefL.type = BodyDef.BodyType.StaticBody;
bodyDefL.position.set(mPointLeft.x, mPointLeft.y);
CircleShape pointShapeL = new CircleShape();
pointShapeL.setRadius(mPointLeft.radius);
Body mPointLeftBody = mWorld.createBody(bodyDefL);
mPointLeftBody.setUserData(new BodyUserDate(BODY_USER_DATA_TYPE_POINT_LEFT));
Fixture fixtureLeftPoint = mPointLeftBody.createFixture(pointShapeL, 0.f);
fixtureLeftPoint.setSensor(true);
pointShapeL.dispose();
// Right points
mPointRight = new Circle(mStickLeafDimen.x + mStickLeafDimen.width + pointOffsetX,
mStickLeafDimen.y + mStickLeafDimen.height + pointOffsetY,
radius);
// create physics body
BodyDef bodyDefR = new BodyDef();
bodyDefR.type = BodyDef.BodyType.StaticBody;
bodyDefR.position.set(mPointRight.x, mPointRight.y);
CircleShape pointShapeR = new CircleShape();
pointShapeR.setRadius(mPointRight.radius);
Body mPointRightBody = mWorld.createBody(bodyDefR);
mPointRightBody.setUserData(new BodyUserDate(BODY_USER_DATA_TYPE_POINT_RIGHT));
Fixture fixtureRightPoint = mPointRightBody.createFixture(pointShapeR, 0.f);
fixtureRightPoint.setSensor(true);
pointShapeR.dispose();
}