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Java BodyDef類代碼示例

本文整理匯總了Java中com.badlogic.gdx.physics.box2d.BodyDef的典型用法代碼示例。如果您正苦於以下問題:Java BodyDef類的具體用法?Java BodyDef怎麽用?Java BodyDef使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


BodyDef類屬於com.badlogic.gdx.physics.box2d包,在下文中一共展示了BodyDef類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: createBodies

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
@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.
}
 
開發者ID:StringMon,項目名稱:homescreenarcade,代碼行數:26,代碼來源:FlipperElement.java

示例2: createCircle

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/** 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;
}
 
開發者ID:StringMon,項目名稱:homescreenarcade,代碼行數:25,代碼來源:Box2DFactory.java

示例3: createWall

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
 * 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;
}
 
開發者ID:StringMon,項目名稱:homescreenarcade,代碼行數:29,代碼來源:Box2DFactory.java

示例4: makePolygonGround

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
 * 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;
}
 
開發者ID:AndreFCruz,項目名稱:feup-lpoo-armadillo,代碼行數:32,代碼來源:B2DFactory.java

示例5: makeRectGround

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
 * 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;
}
 
開發者ID:AndreFCruz,項目名稱:feup-lpoo-armadillo,代碼行數:28,代碼來源:B2DFactory.java

示例6: WaterModel

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
 * 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()));

}
 
開發者ID:AndreFCruz,項目名稱:feup-lpoo-armadillo,代碼行數:31,代碼來源:WaterModel.java

示例7: createStaticBoxBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
    * 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;
   }
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:29,代碼來源:PhysicsManager.java

示例8: createStaticCircleBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
    * 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;
   }
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:26,代碼來源:PhysicsManager.java

示例9: createTempBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
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;
   }
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:26,代碼來源:PhysicsManager.java

示例10: createRopeTipBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
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;
}
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:21,代碼來源:Rope.java

示例11: createStaticBoxBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
 * 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;
}
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:29,代碼來源:PhysicsTiledScene.java

示例12: createStaticCircleBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
/**
 * 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 = tileMapRenderer.getMapHeightUnits() - 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;
}
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:26,代碼來源:PhysicsTiledScene.java

示例13: createTempBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
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;
}
 
開發者ID:game-libgdx-unity,項目名稱:GDX-Engine,代碼行數:26,代碼來源:PhysicsTiledScene.java

示例14: createBody

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
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();
}
 
開發者ID:jocasolo,項目名稱:water2d-libgdx,代碼行數:27,代碼來源:GameMain.java

示例15: InteractiveTileObject

import com.badlogic.gdx.physics.box2d.BodyDef; //導入依賴的package包/類
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);
}
 
開發者ID:MissionBit,項目名稱:summer17-android,代碼行數:18,代碼來源:InteractiveTileObject.java


注:本文中的com.badlogic.gdx.physics.box2d.BodyDef類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。