chainShape.createLoop(new Vector2[] {new Vector2(-10, 10), new Vector2(-10, 5), new Vector2(10, 5), new Vector2(10, 11),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.StaticBody;
private void createChainShape() { ChainShape chainShape = new ChainShape(); chainShape.createLoop(new Vector2[] { new Vector2(.0f, .0f), new Vector2(SCENE_WIDTH, .0f), new Vector2(SCENE_WIDTH, 1.5f), new Vector2(6f, 1.5f), new Vector2(3, 5.0f), new Vector2(1.5f, 1.5f), new Vector2(0, 1.5f),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.StaticBody; chainBodyDef.position.set(.0f, .0f); Body chainBody = world.createBody(chainBodyDef); chainBody.createFixture(chainShape, 0); chainShape.dispose(); }
public Body createScreenBox(final Rectangle rect) { ChainShape shape = new ChainShape(); shape.createLoop(new Vector2[]{ new Vector2(rect.x, rect.y).scl(1 / Box2dObject.RADIO), new Vector2(rect.x + rect.width, rect.y).scl(1 / Box2dObject.RADIO), new Vector2(rect.x + rect.width, rect.y + rect.height).scl(1 / Box2dObject.RADIO), new Vector2(rect.x, rect.y + rect.height).scl(1 / Box2dObject.RADIO), }); final FixtureDef fixtureDef = new FixtureDef(); fixtureDef.isSensor = false; fixtureDef.shape = shape; BodyDef bodyDef = new BodyDef(); bodyDef.bullet = false; bodyDef.type = BodyType.StaticBody; bodyDef.linearDamping = 0f; Body body = PhysicalWorld.WORLD.createBody(bodyDef); body.createFixture(fixtureDef); shape.dispose(); return body; } }
private Body createSharpObject() { ChainShape chainShape = new ChainShape(); chainShape.createLoop(new Vector2[] { new Vector2(.0f, .375f), new Vector2(.125f, .125f), new Vector2(.375f, 0f), new Vector2(.125f, -.125f), new Vector2(0, -.375f), new Vector2(-.125f, -.125f), new Vector2(-.375f, 0f), new Vector2(-.125f, .125f),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.KinematicBody; chainBodyDef.bullet = true; chainBodyDef.position.set(SCENE_WIDTH*.5f, SCENE_HEIGHT*.5f); Body chainBody = world.createBody(chainBodyDef); chainBody.createFixture(chainShape, 0.8f); chainShape.dispose(); chainBody.setAwake(true); return chainBody; }
private void createGround() { ChainShape chainShape = new ChainShape(); chainShape.createLoop(new Vector2[] { new Vector2(.0f, .0f), new Vector2(WORLD_WIDTH, .0f), new Vector2(WORLD_WIDTH, 7f), new Vector2(WORLD_WIDTH-1f, 7f), new Vector2(WORLD_WIDTH-1f, 1.5f), new Vector2(1f, 1.5f), new Vector2(1f, 7f), new Vector2(0f, 7f),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.StaticBody; chainBodyDef.position.set(.0f, .0f); groundBody = world.createBody(chainBodyDef); FixtureDef groundFD = new FixtureDef(); groundFD.filter.categoryBits = CATEGORY_GROUND; groundFD.filter.maskBits = MASK_GROUND; groundFD.shape = chainShape; groundFD.density = 0; groundBody.createFixture(groundFD); chainShape.dispose(); }
private void createGround() { ChainShape chainShape = new ChainShape(); chainShape.createLoop(new Vector2[] { new Vector2(.0f, .0f), new Vector2(SCENE_WIDTH, .0f), new Vector2(SCENE_WIDTH, 7f), new Vector2(SCENE_WIDTH-1f, 7f), new Vector2(SCENE_WIDTH-1f, 1.5f), new Vector2(1f, 1.5f), new Vector2(1f, 7f), new Vector2(0f, 7f),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.StaticBody; chainBodyDef.position.set(.0f, .0f); groundBody = world.createBody(chainBodyDef); FixtureDef groundFD = new FixtureDef(); groundFD.shape = chainShape; groundFD.density = 0; groundBody.createFixture(groundFD); groundBody.setUserData("Ground Body"); chainShape.dispose(); }
private void createGround() { ChainShape chainShape = new ChainShape(); chainShape.createLoop(new Vector2[] { new Vector2(.0f, .0f), new Vector2(SCENE_WIDTH, .0f), new Vector2(SCENE_WIDTH, 7f), new Vector2(SCENE_WIDTH-1f, 7f), new Vector2(SCENE_WIDTH-1f, 1.5f), new Vector2(1f, 1.5f), new Vector2(1f, 7f), new Vector2(0f, 7f),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.StaticBody; chainBodyDef.position.set(.0f, .0f); groundBody = world.createBody(chainBodyDef); FixtureDef groundFD = new FixtureDef(); groundFD.shape = chainShape; groundFD.density = 0; groundBody.createFixture(groundFD); groundBody.setUserData("Ground Body"); chainShape.dispose(); }
private void createGround() { ChainShape chainShape = new ChainShape(); chainShape.createLoop(new Vector2[] { new Vector2(.0f, .0f), new Vector2(SCENE_WIDTH, .0f), new Vector2(SCENE_WIDTH, 7f), new Vector2(SCENE_WIDTH-1f, 7f), new Vector2(SCENE_WIDTH-1f, 1.5f), new Vector2(1f, 1.5f), new Vector2(1f, 7f), new Vector2(0f, 7f),}); BodyDef chainBodyDef = new BodyDef(); chainBodyDef.type = BodyType.StaticBody; chainBodyDef.position.set(.0f, .0f); groundBody = world.createBody(chainBodyDef); FixtureDef groundFD = new FixtureDef(); groundFD.shape = chainShape; groundFD.density = 0; groundBody.createFixture(groundFD); groundBody.setUserData("Ground Body"); chainShape.dispose(); }