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.setRadius(1);
@Override public boolean keyDown (int keyCode) { if (keyCode == Input.Keys.COMMA) { if (m_bullet != null) { world.destroyBody(m_bullet); m_bullet = null; } { CircleShape shape = new CircleShape(); shape.setRadius(0.25f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; fd.restitution = 0.05f; BodyDef bd = new BodyDef(); bd.type = BodyType.DynamicBody; bd.bullet = true; bd.position.set(-31, 5); m_bullet = world.createBody(bd); m_bullet.createFixture(fd); m_bullet.setLinearVelocity(new Vector2(400, 0)); } } return false; }
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.setRadius(1);
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)); }
shape.setRadius(m_radius); m_character = body.createFixture(shape, 20.0f); shape.dispose();
shape.setRadius(0.5f);
shape.setRadius(0.5f);
shape.setRadius(0.5f);
shape.setRadius(0.5f);
private Shape getCircle(CircleMapObject circleObject) { Circle circle = circleObject.getCircle(); CircleShape circleShape = new CircleShape(); circleShape.setRadius(circle.radius / units); circleShape.setPosition(new Vector2(circle.x / units, circle.y / units)); return circleShape; }
public Enemy(Texture texture, float x, float y) { this.texture = texture; enemyBody = createPolygon(BodyType.DynamicBody, x, y, 1f, 0f, 0.8f, ENEMY_WIDTH * 0.5f, ENEMY_HEIGHT * 0.5f, CATEGORY_ENEMY, MASK_ENEMY); //To identify the specific instance when collisions happen enemyBody.setUserData(this); // Sensor shape to detect other bodies getting close to him CircleShape circle = new CircleShape(); circle.setRadius(1f); FixtureDef sensorFD = new FixtureDef(); sensorFD.isSensor = true; sensorFD.shape = circle; sensorFD.filter.categoryBits = CATEGORY_SENSOR; sensorFD.filter.maskBits = MASK_SENSOR; enemyBody.createFixture(sensorFD); }
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 static Body createCircle(World world, float radius, Vector2 position, float angle, BodyType type, float friction, float restitution, float density, short maskBits, short categoryBits, short groupIndex){ BodyDef def = new BodyDef(); def.type = type; Body body = world.createBody(def); body.setTransform(position, angle); CircleShape shape = new CircleShape(); shape.setRadius(radius); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = density; fd.friction = friction; fd.restitution = restitution; Fixture fixture = body.createFixture(fd); setFilterData(fixture, maskBits, categoryBits, groupIndex); return body; }
@Override public void defineItem() { BodyDef bdef = new BodyDef(); bdef.position.set(getX(), getY()); bdef.type = BodyDef.BodyType.DynamicBody; body = world.createBody(bdef); FixtureDef fdef = new FixtureDef(); CircleShape shape = new CircleShape(); shape.setRadius(6 / MarioBros.PPM); fdef.filter.categoryBits = MarioBros.ITEM_BIT; fdef.filter.maskBits = MarioBros.MARIO_BIT | MarioBros.OBJECT_BIT | MarioBros.GROUND_BIT | MarioBros.COIN_BIT | MarioBros.BRICK_BIT; fdef.shape = shape; body.createFixture(fdef).setUserData(this); }
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; }
public void defineFireBall(){ BodyDef bdef = new BodyDef(); bdef.position.set(fireRight ? getX() + 12 /MarioBros.PPM : getX() - 12 /MarioBros.PPM, getY()); bdef.type = BodyDef.BodyType.DynamicBody; if(!world.isLocked()) b2body = world.createBody(bdef); FixtureDef fdef = new FixtureDef(); CircleShape shape = new CircleShape(); shape.setRadius(3 / MarioBros.PPM); fdef.filter.categoryBits = MarioBros.FIREBALL_BIT; fdef.filter.maskBits = MarioBros.GROUND_BIT | MarioBros.COIN_BIT | MarioBros.BRICK_BIT | MarioBros.ENEMY_BIT | MarioBros.OBJECT_BIT; fdef.shape = shape; fdef.restitution = 1; fdef.friction = 0; b2body.createFixture(fdef).setUserData(this); b2body.setLinearVelocity(new Vector2(fireRight ? 2 : -2, 2.5f)); }