@Override public void create () { world = new World(new Vector2(0, -40), true); renderer = new Box2DDebugRenderer(); cam = new OrthographicCamera(28, 20); createWorld(); Gdx.input.setInputProcessor(this); batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false); }
@Override public void create () { // setup the camera. In Box2D we operate on a // meter scale, pixels won't do it. So we use // an orthographic camera with a viewport of // 48 meters in width and 32 meters in height. // We also position the camera so that it // looks at (0,16) (that's where the middle of the // screen will be located). camera = new OrthographicCamera(48, 32); camera.position.set(0, 15, 0); // create the debug renderer renderer = new Box2DDebugRenderer(); // create the world world = new World(new Vector2(0, -10), true); // we also need an invisible zero size ground body // to which we can connect the mouse joint BodyDef bodyDef = new BodyDef(); groundBody = world.createBody(bodyDef); // call abstract method to populate the world createWorld(world); batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false); }
@Override public void create () { // setup the camera. In Box2D we operate on a // meter scale, pixels won't do it. So we use // an orthographic camera with a viewport of // 48 meters in width and 32 meters in height. // We also position the camera so that it // looks at (0,16) (that's where the middle of the // screen will be located). camera = new OrthographicCamera(48, 32); camera.position.set(0, 16, 0); // next we setup the immediate mode renderer renderer = new ShapeRenderer(); // next we create the box2d debug renderer debugRenderer = new Box2DDebugRenderer(); // next we create a SpriteBatch and a font batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false); font.setColor(Color.RED); textureRegion = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg"))); // next we create out physics world. createPhysicsWorld(); // register ourselfs as an InputProcessor Gdx.input.setInputProcessor(this); }
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)); }
public PhysicsDebugSystem(World world, OrthographicCamera camera){ super(Family.all().get()); debugRenderer = new Box2DDebugRenderer(); this.world = world; this.camera = camera; }
public DebugHelper (GameWorld gameWorld, PostProcessor postProcessor, LapManager lapManager, GameLogic logic, Input input) { this.gameWorld = gameWorld; this.postProcessor = postProcessor; this.lapManager = lapManager; this.logic = logic; this.input = input; this.enabled = Config.Debug.UseDebugHelper; this.box2dWorld = gameWorld.getBox2DWorld(); GameEvents.gameRenderer.addListener(renderListener, GameRendererEvent.Type.BatchDebug, GameRendererEvent.Order.PLUS_4); GameEvents.gameRenderer.addListener(renderListener, GameRendererEvent.Type.Debug, GameRendererEvent.Order.PLUS_4); // player = null; b2drenderer = new Box2DDebugRenderer(); // extrapolate version information uRacerInfo = "URacer " + URacer.versionInfo; // compute graphics stats size float updateHz = 60f; if (!URacer.Game.isDesktop()) { updateHz = 5f; } int sw = MathUtils.clamp(uRacerInfo.length() * Art.DebugFontWidth, 100, 500); stats = new DebugStatistics(sw, 100, updateHz); for (int i = 0; i < ReplayManager.MaxReplays + 1; i++) { ranks.add(new RankInfo()); } }
try { world = new World(new Vector2(0, -9.8f), false); box2dRender = new Box2DDebugRenderer(); b2Scene model = IOXml.parse(Gdx.files.internal(file)); DefaultBuilder.buildAll(world, model);
@Override public void create () { super.create(); viewport = new FitViewport(SCENE_WIDTH, SCENE_HEIGHT); // Center camera to get (0,0) as the origin of the Box2D world viewport.getCamera().position.set(viewport.getCamera().position.x + SCENE_WIDTH*0.5f, viewport.getCamera().position.y + SCENE_HEIGHT*0.5f, 0); viewport.getCamera().update(); batch = new SpriteBatch(); Gdx.input.setInputProcessor(this); // Create Physics World world = new World(new Vector2(0,-9.8f), true); debugRenderer = new Box2DDebugRenderer(); // Creates a ground to avoid objects falling forever createGround(); point = new Vector3(); createBike(); debugRenderer = new Box2DDebugRenderer(); }
@Override public void create () { super.create(); camera = new OrthographicCamera(); viewport = new FitViewport(SCENE_WIDTH, SCENE_HEIGHT, camera); batch = new SpriteBatch(); Gdx.input.setInputProcessor(this); // Create Physics World world = new World(new Vector2(0,-9.8f), true); // Instantiate the class in charge of drawing physics shapes debugRenderer = new Box2DDebugRenderer(); loader = new TmxMapLoader(); map = loader.load("data/box2D/map/tiled.tmx"); renderer = new OrthogonalTiledMapRenderer(map, WORLD_TO_SCREEN); mbm = new MapBodyManager(world, SCREEN_TO_WORLD, Gdx.files.internal("data/box2D/materials.json"), Logger.INFO); mbm.createPhysics(map); direction = new Vector2(); }
debugRenderer = new Box2DDebugRenderer();
debugRenderer = new Box2DDebugRenderer();
public PlayScreen(MarioBros game){ atlas = new TextureAtlas("Mario_and_Enemies.pack"); this.game = game; //create cam used to follow mario through cam world gamecam = new OrthographicCamera(); //create a FitViewport to maintain virtual aspect ratio despite screen size gamePort = new FitViewport(MarioBros.V_WIDTH / MarioBros.PPM, MarioBros.V_HEIGHT / MarioBros.PPM, gamecam); //create our game HUD for scores/timers/level info hud = new Hud(game.batch); //Load our map and setup our map renderer maploader = new TmxMapLoader(); map = maploader.load("level1.tmx"); renderer = new OrthogonalTiledMapRenderer(map, 1 / MarioBros.PPM); //initially set our gamcam to be centered correctly at the start of of map gamecam.position.set(gamePort.getWorldWidth() / 2, gamePort.getWorldHeight() / 2, 0); //create our Box2D world, setting no gravity in X, -10 gravity in Y, and allow bodies to sleep world = new World(new Vector2(0, -10), true); //allows for debug lines of our box2d world. b2dr = new Box2DDebugRenderer(); creator = new B2WorldCreator(this); //create mario in our game world player = new Mario(this); world.setContactListener(new WorldContactListener()); music = MarioBros.manager.get("audio/music/mario_music.ogg", Music.class); music.setLooping(true); music.setVolume(0.3f); //music.play(); items = new Array<Item>(); itemsToSpawn = new LinkedBlockingQueue<ItemDef>(); }
@Override public void create () { super.create(); viewport = new FitViewport(SCENE_WIDTH, SCENE_HEIGHT); // Center camera to get (0,0) as the origin of the Box2D world viewport.getCamera().position.set(viewport.getCamera().position.x + SCENE_WIDTH*0.5f, viewport.getCamera().position.y + SCENE_HEIGHT*0.5f , 0); viewport.getCamera().update(); batch = new SpriteBatch(); Gdx.input.setInputProcessor(this); font = new BitmapFont(Gdx.files.internal("data/verdana39.fnt"), false); // Create Physics World world = new World(new Vector2(0,-10), true); // Instantiate DebugRenderer for rendering shapes debugRenderer = new Box2DDebugRenderer(); // Creates a ground to avoid objects falling forever createGround(); Gdx.app.log(TAG, "Use the mouse to interact.\n" + "\tLeft button - Change Joint example\n" + "\tRight button - Interact with bodies\n"); }
@Override public void create () { super.create(); viewport = new FitViewport(SCENE_WIDTH, SCENE_HEIGHT); // Center camera to get (0,0) as the origin of the Box2D world viewport.getCamera().position.set(viewport.getCamera().position.x + SCENE_WIDTH*0.5f, viewport.getCamera().position.y + SCENE_HEIGHT*0.5f , 0); viewport.getCamera().update(); point = new Vector3(); batch = new SpriteBatch(); Gdx.input.setInputProcessor(this); // Create Physics World world = new World(new Vector2(0,-9.8f), true); // Creates a ground to avoid objects falling forever createGround(); pointerBody = createSharpObject(); // Set physics properties for the balloon balloonFD = new FixtureDef(); balloonFD.density = balloonDensity; balloonFD.friction = balloonFriction; balloonFD.restitution = balloonRestitution; // Box2DCollisionReaction will be able to listen for contacts between fixtures world.setContactListener(this); debugRenderer = new Box2DDebugRenderer(); }
@Override public void create () { super.create(); viewport = new FitViewport(SCENE_WIDTH, SCENE_HEIGHT); // Center camera viewport.getCamera().position.set(viewport.getCamera().position.x + SCENE_WIDTH*0.5f, viewport.getCamera().position.y + SCENE_HEIGHT*0.5f , 0); viewport.getCamera().update(); batch = new SpriteBatch(); Gdx.input.setInputProcessor(this); // Create Physics World world = new World(new Vector2(0,-9.8f), true); // Instantiate the class in charge of drawing physics shapes debugRenderer = new Box2DDebugRenderer(); // To add some color to the ground sr = new ShapeRenderer(); rayHandler = new RayHandler(world); rayHandler.setAmbientLight(0.2f, 0.2f, 0.2f, 0.25f); light = new PointLight(rayHandler, 32); light.setActive(false); light.setColor(Color.PURPLE); light.setDistance(1.5f); createBodies(); Light conelight = new ConeLight(rayHandler, 32, Color.WHITE, 15, SCENE_WIDTH*0.5f, SCENE_HEIGHT-1, 270, 45); }
@Override public void create () { super.create(); viewport = new FitViewport(WORLD_WIDTH, WORLD_HEIGHT); // Center camera to get (0,0) as the origin of the Box2D world viewport.getCamera().position.set(viewport.getCamera().position.x + WORLD_WIDTH*0.5f, viewport.getCamera().position.y + WORLD_HEIGHT*0.5f , 0); viewport.getCamera().update(); batch = new SpriteBatch(); Gdx.input.setInputProcessor(this); // Create Physics World world = new World(new Vector2(0,-10), true); // Instantiate DebugRenderer for rendering shapes debugRenderer = new Box2DDebugRenderer(); // Creates a ground to avoid objects falling forever createGround(); dinoTex = new Texture(Gdx.files.internal("data/blur/dinosaur.png")); playerTex = new Texture(Gdx.files.internal("data/caveman.png")); dinosaur1 = new Enemy(dinoTex, 7f,2f); dinosaur2 = new Enemy(dinoTex, 9f,2f); player1 = new Player(playerTex, 3f, 2f); player2 = new Player(playerTex, 5f, 2f); world.setContactListener(this); }
debugRenderer = new Box2DDebugRenderer( true, /* draw bodies */ false, /* don't draw joints */
debugRenderer = new Box2DDebugRenderer();
debugRenderer = new Box2DDebugRenderer();
b2dRenderer = new Box2DDebugRenderer();