/** Makes all targets visible by calling Body.setActive(true) on each target body */ public void makeAllTargetsVisible() { int bsize = allBodies.size(); for (int i=0; i<bsize; i++) { allBodies.get(i).setActive(true); } }
public void setActive (boolean active) { if (active != body.isActive()) { body.setActive(active); } }
public void setRetracted(boolean retracted) { if (retracted!=this.isRetracted()) { wallBody.setActive(!retracted); } }
@Override public void onEvent(int type, BaseTween<?> source) { if (idx < ballModels.length) { ballModels[idx].setAwake(true); ballModels[idx].setActive(true); idx += 1; } } }).repeat(-1, 0.1f).start(tweenManager);
public Enemy(PlayScreen screen, float x, float y){ this.world = screen.getWorld(); this.screen = screen; setPosition(x, y); defineEnemy(); velocity = new Vector2(-1, -2); b2body.setActive(false); }
@Override public void handleCollision(Ball ball, Body bodyHit, final Field field) { bodyHit.setActive(false); // if all hit, notify delegate and check for reset parameter if (allTargetsHit()) { field.getDelegate().allDropTargetsInGroupHit(field, this); float restoreTime = asFloat(this.parameters.get(RESET_DELAY_PROPERTY)); if (restoreTime>0) { field.scheduleAction((long)(restoreTime*1000), new Runnable() { @Override public void run() { makeAllTargetsVisible(); } }); } } }
float angle = rand.nextFloat() * MathUtils.PI * 2; ballModels[i].setActive(false); ballModels[i].setLinearVelocity(vec.set(0, 0)); ballModels[i].setAngularVelocity(0);
public void update(float dt){ //handle user input first handleInput(dt); handleSpawningItems(); //takes 1 step in the physics simulation(60 times per second) world.step(1 / 60f, 6, 2); player.update(dt); for(Enemy enemy : creator.getEnemies()) { enemy.update(dt); if(enemy.getX() < player.getX() + 224 / MarioBros.PPM) { enemy.b2body.setActive(true); } } for(Item item : items) item.update(dt); hud.update(dt); //attach our gamecam to our players.x coordinate if(player.currentState != Mario.State.DEAD) { gamecam.position.x = player.b2body.getPosition().x; } //update our gamecam with correct coordinates after changes gamecam.update(); //tell our renderer to draw only what our camera can see in our game world. renderer.setView(gamecam); }