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Java World.createBody方法代码示例

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


在下文中一共展示了World.createBody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.World; //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;
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:25,代码来源:Box2DFactory.java

示例2: createWall

import com.badlogic.gdx.physics.box2d.World; //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;
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:29,代码来源:Box2DFactory.java

示例3: makePolygonGround

import com.badlogic.gdx.physics.box2d.World; //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;
}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:32,代码来源:B2DFactory.java

示例4: makeRectGround

import com.badlogic.gdx.physics.box2d.World; //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;
}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:28,代码来源:B2DFactory.java

示例5: WaterModel

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的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()));

}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:31,代码来源:WaterModel.java

示例6: InteractiveTileObject

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的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);
}
 
开发者ID:MissionBit,项目名称:summer17-android,代码行数:18,代码来源:InteractiveTileObject.java

示例7: createSpinner

import com.badlogic.gdx.physics.box2d.World; //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;
}
 
开发者ID:ZephyrVentum,项目名称:FlappySpinner,代码行数:17,代码来源:WorldUtils.java

示例8: createTopTube

import com.badlogic.gdx.physics.box2d.World; //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;
    }
 
开发者ID:ZephyrVentum,项目名称:FlappySpinner,代码行数:20,代码来源:WorldUtils.java

示例9: Box

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
public Box(World world, MapObject object){
    super(Assets.getAtlas().findRegion("boxCrate_double"));
    Rectangle rect = ((RectangleMapObject) object).getRectangle();
    bdef.type = BodyDef.BodyType.DynamicBody;
    bdef.position.set((rect.getX()+rect.getWidth()/2)/ QuackHack.PPM, (rect.getY() + rect.getHeight()/2)/QuackHack.PPM); // I don't follow the math
    body = world.createBody(bdef);
            
    shape.setAsBox(rect.getWidth() / 2 / QuackHack.PPM, rect.getHeight() / 2 / QuackHack.PPM);
    fdef.shape = shape;
    fdef.friction = 0.4f;
    fdef.density = 0.1f;
    body.createFixture(fdef);

    boxRegion = new TextureRegion(getTexture(), 0, 0, 128, 128);
    setBounds(0,0, 128 / QuackHack.PPM, 128 / QuackHack.PPM);
    setRegion(boxRegion);
    setOrigin(getHeight()/2, getWidth()/2);
}
 
开发者ID:edwardszczepanski,项目名称:QuackHack,代码行数:19,代码来源:Box.java

示例10: createBody

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
/**
 * Called once the parent room is ready to create a body
 * for this {@link WorldObject}.
 * 
 * @param world the World to create a body with
 */
void createBody(World world) {
    // hold the pixel-based positions
    float pxX = this.def.position.x;
    float pxY = this.def.position.y;

    // set to meters
    this.def.position.set(pxX * OverworldController.PIXELS_TO_METERS,
        pxY * OverworldController.PIXELS_TO_METERS);
    this.body = world.createBody(this.def);
    this.body.setUserData(this);

    if (this.boundingQueue != null) {
        this.boundingQueue.forEach(shape -> {
            this.body.createFixture(shape, 0F);
            shape.dispose();
        });

        this.boundingQueue = null;
    }

    // back to holding the pixel pos
    this.def.position.set(pxX, pxY);
}
 
开发者ID:Xemiru,项目名称:Undertailor,代码行数:30,代码来源:WorldObject.java

示例11: Food

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
public Food(World world, float x, float y, int size, float toGive) {
	super(x, y);
	color = new Color((float) Math.random(), (float) Math.random(), (float) Math.random(), 1);
	outline = Advio.instance.darker(color);
	BodyDef bd = new BodyDef();
	bd.type = BodyType.KinematicBody;
	bd.position.set(x, y);
	CircleShape shape = new CircleShape();
	shape.setRadius(size);
	FixtureDef fd = new FixtureDef();
	fd.density = 0.1f;
	fd.shape = shape;
	fd.friction = 0.1f;
	// fd.filter.groupIndex = Advio.GROUP_BEINGS;
	body = world.createBody(bd);
	body.createFixture(fd).setUserData(new UserData("food").add("toGive", toGive));
	shape.dispose();
}
 
开发者ID:lvivtotoro,项目名称:advio,代码行数:19,代码来源:Food.java

示例12: Block

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
public Block(World world, float x, float f, BodyType type, boolean invisible) {
	BodyDef bd = new BodyDef();
	bd.type = type;
	bd.position.set(x, f);
	PolygonShape shape = new PolygonShape();
	shape.setAsBox(size / 2, size / 2);
	FixtureDef fd = new FixtureDef();
	fd.density = 0.1f;
	fd.shape = shape;
	fd.friction = 0.1f;
	fd.filter.groupIndex = Advio.GROUP_DONT_COLLIDE_WITH_PLAYER;
	// fd.filter.groupIndex = Advio.GROUP_SCENERY;
	body = world.createBody(bd);
	body.createFixture(fd).setUserData(new UserData("block"));
	this.invisible = invisible;
	shape.dispose();
}
 
开发者ID:lvivtotoro,项目名称:advio,代码行数:18,代码来源:Block.java

示例13: PressurePlate

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
public PressurePlate(Level l, World world, float x, float y, float weight, Block[] blocks) {
	super(x, y);
	this.level = l;
	BodyDef bd = new BodyDef();
	bd.type = BodyType.KinematicBody;
	bd.position.set(x, y);
	PolygonShape shape = new PolygonShape();
	shape.setAsBox(Block.size / 2, Block.size / 2);
	FixtureDef fd = new FixtureDef();
	fd.density = 0.0f;
	fd.shape = shape;
	fd.friction = 0.1f;
	fd.isSensor = true;
	this.blocks = new ArrayList<Block>(Arrays.asList(blocks));
	body = world.createBody(bd);
	body.createFixture(fd).setUserData(new UserData("plate").add("pressed", false).add("weight", weight));
	shape.dispose();
	this.world = world;
}
 
开发者ID:lvivtotoro,项目名称:advio,代码行数:20,代码来源:PressurePlate.java

示例14: Player

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
public Player(World world, float x, float y) {
	super(x, y);
	this.world = world;
	this.graphicsSize = 10;
	color = new Color((float) Math.random(), (float) Math.random(), (float) Math.random(), 1);
	outline = Advio.instance.darker(color);
	BodyDef bd = new BodyDef();
	bd.type = BodyType.DynamicBody;
	bd.position.set(x, y);
	CircleShape shape = new CircleShape();
	shape.setRadius(50);
	FixtureDef fd = new FixtureDef();
	fd.density = 0.0f;
	fd.shape = shape;
	fd.friction = 0.1f;
	body = world.createBody(bd);
	body.createFixture(fd).setUserData(new UserData("player"));
	shape.dispose();
	// size * 2.25f
}
 
开发者ID:lvivtotoro,项目名称:advio,代码行数:21,代码来源:Player.java

示例15: AgarLogic

import com.badlogic.gdx.physics.box2d.World; //导入方法依赖的package包/类
public AgarLogic(Level l, World world, float x, float y) {
	super(x, y);
	this.level = l;
	BodyDef bd = new BodyDef();
	bd.type = BodyType.KinematicBody;
	bd.position.set(x, y);
	PolygonShape shape = new PolygonShape();
	shape.setAsBox(Block.size / 2, Block.size / 2);
	FixtureDef fd = new FixtureDef();
	fd.density = 0.0f;
	fd.shape = shape;
	fd.friction = 0.1f;
	fd.isSensor = true;
	body = world.createBody(bd);
	body.createFixture(fd).setUserData(new UserData("agariologic"));
	shape.dispose();
	this.world = world;
}
 
开发者ID:lvivtotoro,项目名称:advio,代码行数:19,代码来源:AgarLogic.java


注:本文中的com.badlogic.gdx.physics.box2d.World.createBody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。