Body createCircle (BodyType type, float radius, float density) { BodyDef def = new BodyDef(); def.type = type; Body box = world.createBody(def); CircleShape poly = new CircleShape(); poly.setRadius(radius); box.createFixture(poly, density); poly.dispose(); return box; }
circleShape.dispose();
private Body createPlayer () { BodyDef def = new BodyDef(); def.type = BodyType.DynamicBody; Body box = world.createBody(def); PolygonShape poly = new PolygonShape(); poly.setAsBox(0.45f, 1.4f); playerPhysicsFixture = box.createFixture(poly, 1); poly.dispose(); CircleShape circle = new CircleShape(); circle.setRadius(0.45f); circle.setPosition(new Vector2(0, -1.4f)); playerSensorFixture = box.createFixture(circle, 0); circle.dispose(); box.setBullet(true); return box; }
@Override protected void createWorld (World world) { { BodyDef bd = new BodyDef(); Body ground = world.createBody(bd); EdgeShape shape = new EdgeShape(); shape.set(new Vector2(-40, 0), new Vector2(40, 0)); ground.createFixture(shape, 0); shape.dispose(); } { CircleShape shape = new CircleShape(); shape.setRadius(1.0f); for (int i = 0; i < e_count; i++) { BodyDef bd = new BodyDef(); bd.type = BodyType.DynamicBody; bd.position.set(0, 4.0f + 3.0f * i); Body body = world.createBody(bd); body.createFixture(shape, 1.0f); } shape.dispose(); } }
shape.dispose();
shape.setRadius(m_radius); m_character = body.createFixture(shape, 20.0f); shape.dispose();
body.createFixture(fd); shape.dispose();
fd.density = 20.0f; body.createFixture(fd); shape.dispose();
fd.density = 20.0f; body.createFixture(fd); shape.dispose();
Body body = world.createBody(bd); body.createFixture(fd); shape.dispose();
@Override public void dispose() { debugRenderer.dispose(); batch.dispose(); square.dispose(); circle.dispose(); world.dispose(); }
private void createBalls() { BodyDef ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; CircleShape shape = new CircleShape(); shape.setRadius(BALL_RADIUS); FixtureDef fd = new FixtureDef(); fd.density = 1; fd.friction = 0.5f; fd.restitution = 0.5f; fd.shape = shape; ballModels = new Body[MAX_BALLS]; for (int i = 0; i < MAX_BALLS; i++) { ballModels[i] = world.createBody(ballBodyDef); ballModels[i].createFixture(fd); } shape.dispose(); }
public Body createBallBody(float x, float y, float radius) { x = x/scale; y = y/scale; radius = radius/scale; BodyDef def = new BodyDef(); def.type = BodyDef.BodyType.DynamicBody; def.position.set(x, y); Body body = world.createBody(def); CircleShape shape = new CircleShape(); shape.setRadius(radius); shape.setPosition(new Vector2(radius, radius)); Fixture fixture = body.createFixture(shape, 1); fixture.setFriction(0); fixture.setRestitution(1); shape.dispose(); return body; }
def.shape = shape; b2Body.body.createFixture(def); shape.dispose(); } else if (b2Fixture instanceof b2RectangleFixtureDefModel) { PolygonShape shape = new PolygonShape();
body.createFixture(fixtureDef); circleShape.dispose();
body.createFixture(fixtureDef); circleShape.dispose();
body.createFixture(fixtureDef); circleShape.dispose();