本文整理匯總了Java中com.badlogic.gdx.physics.box2d.Box2DDebugRenderer類的典型用法代碼示例。如果您正苦於以下問題:Java Box2DDebugRenderer類的具體用法?Java Box2DDebugRenderer怎麽用?Java Box2DDebugRenderer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。
Box2DDebugRenderer類屬於com.badlogic.gdx.physics.box2d包,在下文中一共展示了Box2DDebugRenderer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: createCamera
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
/**
* Creates a new Orthographic Camera for the Game.
*
* @return the created camera.
*/
private OrthographicCamera createCamera() {
OrthographicCamera camera = new OrthographicCamera(VIEWPORT_WIDTH / PIXEL_TO_METER,
VIEWPORT_HEIGHT / PIXEL_TO_METER);
camera.position.set(model.getBallModel().getX() / PIXEL_TO_METER,
model.getBallModel().getY() / PIXEL_TO_METER, 0);
camera.update();
if (DEBUG_PHYSICS) {
debugRenderer = new Box2DDebugRenderer();
debugCamera = camera.combined.cpy();
debugCamera.scl(1 / PIXEL_TO_METER);
}
return camera;
}
示例2: undispose
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
/**
* Recreates all disposables.
*/
public void undispose() {
if (!isDisposed) {
return;
}
box2DDebugRenderer = new Box2DDebugRenderer(true, true, true, true, true, true);
fogOfWarWorld = new World(new Vector2(0, 0), true);
lightsWorld = new World(new Vector2(0, 0), true);
createFogOfWarRayHandler();
createLightsRayHandler();
createViewConesRayHandler();
isDisposed = false;
for (int i = 0; i < gameObjects.size; ++i) {
gameObjects.get(i).undispose();
}
for (Entry<TrapLocation, FilledPolygonRenderer> entry : traps.entries()) {
traps.put(entry.key, entry.key.createRenderer());
}
}
示例3: show
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
@Override
public void show() {
this.box2DDebugRenderer = new Box2DDebugRenderer(true, true, false, true, false, true);
this.camera = new OrthographicCamera(level.getWidth(), level.getWidth() * camera.viewportHeight / camera.viewportWidth);
this.particlesStage.getViewport().setCamera(camera);
this.bordersStage.getViewport().setCamera(camera);
this.othersStage.getViewport().setCamera(camera);
this.startColor = this.particlesStage.getBatch().getColor();
this.xMin = level.getXMin();
this.xMax = level.getXMax();
this.yMin = level.getYMin();
this.yMax = level.getYMax();
Graphics.setCurrentCamera(camera);
this.box2DDebugRenderer.SHAPE_AWAKE.set(0, 0, 0, 0.5f);
GDXGameGP.currentGame.inputMultiplexer.addProcessor(this);
GDXGameGP.currentGame.inputMultiplexer.addProcessor(new GestureDetector(this));
}
示例4: DebugRendererSystem
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public DebugRendererSystem(Entitas entitas, World world, Batch batch) {
this.physics = world;
this.entitas = entitas;
this.batch = batch;
this.shapeRenderer = new ShapeRenderer();
this.debugRenderer = new Box2DDebugRenderer(DRAW_BOX2D_BODIES, DRAW_BOX2D_JOINTS, DRAW_BOX2D_ABBs,
DRAW_BOX2D_INACTIVE_BODIES, DRAW_BOX2D_VELOCITIES, DRAW_BOX2D_CONTACTS);
debugRenderer.setDrawAABBs(DRAW_BOX2D_ABBs);
debugRenderer.setDrawBodies(DRAW_BOX2D_BODIES);
debugRenderer.setDrawContacts(DRAW_BOX2D_CONTACTS);
debugRenderer.setDrawInactiveBodies(DRAW_BOX2D_INACTIVE_BODIES);
debugRenderer.setDrawJoints(DRAW_BOX2D_JOINTS);
debugRenderer.setDrawVelocities(DRAW_BOX2D_VELOCITIES);
}
示例5: RendererSystem
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public RendererSystem(Entitas entitas, Camera cam, Batch batch, World world) {
this.physics = world;
this.cam = cam;
this.batch = batch;
this.entitas = entitas;
_groupTextureView = entitas.game.getGroup(GameMatcher.TextureView());
this.debugShapeRenderer = new ShapeRenderer();
this.debugRenderer = new Box2DDebugRenderer(DRAW_BOX2D_BODIES, DRAW_BOX2D_JOINTS, DRAW_BOX2D_ABBs,
DRAW_BOX2D_INACTIVE_BODIES, DRAW_BOX2D_VELOCITIES, DRAW_BOX2D_CONTACTS);
debugRenderer.setDrawAABBs(DRAW_BOX2D_ABBs);
debugRenderer.setDrawBodies(DRAW_BOX2D_BODIES);
debugRenderer.setDrawContacts(DRAW_BOX2D_CONTACTS);
debugRenderer.setDrawInactiveBodies(DRAW_BOX2D_INACTIVE_BODIES);
debugRenderer.setDrawJoints(DRAW_BOX2D_JOINTS);
debugRenderer.setDrawVelocities(DRAW_BOX2D_VELOCITIES);
this.inputs = entitas.input.getGroup(InputMatcher.Input());
}
示例6: GameScreen
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
/**
*
*/
public GameScreen(SupaBox game) {
this.game = game;
//float aspectRatio = (float) Gdx.graphics.getHeight() / (float) Gdx.graphics.getWidth();
camera = new OrthographicCamera();
viewport = new FitViewport(24, 16, camera);
viewport.apply();
camera.position.set(viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2, 0);
debugRenderer = new Box2DDebugRenderer();
world = new World(new Vector2(0, -9.8f), true);
mapLoader = new TmxMapLoader();
map = mapLoader.load("crate.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map, 1f / SupaBox.PPM);
bodyBuilder = new BodyBuilder();
bodyBuilder.createBodies(entities, world, map);
}
示例7: create
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public void create () {
cam = new OrthographicCamera(48, 32);
cam.position.set(0, 15, 0);
renderer = new Box2DDebugRenderer();
world = new World(new Vector2(0, -10), true);
Body body = world.createBody(new BodyDef());
CircleShape shape = new CircleShape();
shape.setRadius(1f);
MassData mass = new MassData();
mass.mass = 1f;
body.setMassData(mass);
body.setFixedRotation(true);
body.setType(BodyType.KinematicBody);
body.createFixture(shape, 1);
body.setBullet(true);
body.setTransform(new Vector2(0, 0), body.getAngle());
body.setLinearVelocity(new Vector2(50f, 0));
}
示例8: CatchrScreen
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public CatchrScreen(Catchr game, boolean debug)
{
super(game);
this.debug = debug;
this.batch = new SpriteBatch();
this.cam = new OrthographicCamera();
this.cam.viewportHeight = Catchr.WINDOW_HEIGHT;
this.cam.viewportWidth = Catchr.WINDOW_WIDTH;
this.cam.position.set(this.cam.viewportWidth / 2, this.cam.viewportHeight / 2, 0f);
this.board = new Board(game, this.cam, this.debug);
this.debugRenderer = new Box2DDebugRenderer();
}
示例9: JastroScreen
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public JastroScreen()
{
this.debug = JastroBlast.DEBUG;
this.batch = new SpriteBatch();
this.camera = new OrthographicCamera();
this.camera.viewportHeight = JastroBlast.WINDOW_HEIGHT;
this.camera.viewportWidth = JastroBlast.WINDOW_WIDTH;
this.camera.position.set(this.camera.viewportWidth / 2, this.camera.viewportHeight / 2 , 0);
this.space = new Space(this.camera, this.debug);
this.boxDebugRenderer = new Box2DDebugRenderer();
this.shipController = new ShipController(this.space.getShip());
this.hud = new Hud(this.space);
}
示例10: PhysicsManager
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
/**
* Create a physics scene
*
* @param gameService
*/
public PhysicsManager(IGameService gameService) {
super(gameService);
debugRender = new Box2DDebugRenderer();
debugMatrix = new Matrix4(services.getCamera().combined);
debugMatrix.scale(BOX_TO_WORLD, BOX_TO_WORLD, 1f);
}
示例11: create
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
@Override
public void create() {
camera = new OrthographicCamera();
stage = new Stage(new StretchViewport(Gdx.graphics.getWidth() / 100, Gdx.graphics.getHeight() / 100, camera));
// Create box2d world
world = new World(new Vector2(0, -10), true);
world.setContactListener(new MyContactListener());
debugRenderer = new Box2DDebugRenderer();
water = new Water();
water.createBody(world, 3f, 0, 8, 2); //world, x, y, width, height
//water.setDebugMode(true);
}
示例12: PlayScreen
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public PlayScreen(NoObjectionGame game) {
atlas = new TextureAtlas("dudestuff3.pack");
this.game = game;
bg = new Texture("main_background.png");
gameCam = new OrthographicCamera();
gamePort = new FitViewport(NoObjectionGame.V_WIDTH / NoObjectionGame.PPM, NoObjectionGame.V_HEIGHT / NoObjectionGame.PPM, gameCam);
hud = new Hud(game.batch);
maploader = new TmxMapLoader();
map = maploader.load("map1.tmx");
renderer = new OrthoCachedTiledMapRenderer(map, 1 / NoObjectionGame.PPM);
gameCam.position.set(gamePort.getWorldWidth() / 2, gamePort.getWorldHeight() / 2, 0);
world = new World(new Vector2(0, -10), true);
b2dr = new Box2DDebugRenderer();
new B2WorldCreator(world, map);
hero = new Hero(world, this);
controller = new Controller();
worldContactListener = new WorldContactListener();
world.setContactListener(worldContactListener);
//timer
sb = new SpriteBatch();
viewport = new FitViewport(NoObjectionGame.V_WIDTH, NoObjectionGame.V_HEIGHT, new OrthographicCamera());
stage = new Stage(viewport, sb);
table = new Table();
table.top();
table.setFillParent(true);
countDownLabel = new Label(Float.toString(playTime), new Label.LabelStyle(new BitmapFont(), Color.WHITE));
table.add(countDownLabel).expandX();
stage.addActor(table);
}
示例13: init
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
private void init() {
//初始化世界 初始化重力
mWorld = new World(new Vector2(0, -9.8f), true);
//初始化剛體世界相機
mBox2DCamera = new OrthographicCamera();
mBox2DCamera.setToOrtho(false, MyGdxGame.VIEW_WIDTH / Constant.RATE, MyGdxGame.VIEW_HEIGHT / Constant.RATE);
//初始化Box2D渲染器
mBox2DRender = new Box2DDebugRenderer();
//初始化蟠桃與藍瓶
mTaos = new Array<Tao>();
mBlues = new Array<Blue>();
//創建地圖
createMap();
//創建天兵
createEnemy();
//創建Boss
createBoss(level);
//創建主角
createActor();
//初始化所有控件
initWidget();
//初始化孫悟空所有按鈕的監聽事件
initListener();
//注冊碰撞監聽事件
mContactListener = new Box2DContactListener();
mWorld.setContactListener(mContactListener);
}
示例14: initDebugRenderer
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
private void initDebugRenderer() {
if (!DEBUG_RENDERER) {
return;
}
mDebugRenderer = new Box2DDebugRenderer();
mDebugFont = new BitmapFont();
mDebugTextLayout = new GlyphLayout(mDebugFont, "test");
}
示例15: CollisionHandler
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; //導入依賴的package包/類
public CollisionHandler(OverworldCamera ovwCam, boolean renderCollision) {
this.overworldCam = ovwCam;
this.rendererCam = new OrthographicCamera(640, 480);
this.rendererCam.zoom = 1 / OverworldController.METERS_TO_PIXELS;
this.destroyed = false;
this.reset();
this.renderer = new Box2DDebugRenderer(true, true, false, true, false, true);
}