@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); }
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)); }
private void createPhysicsWorld () { world = new World(new Vector2(0, -10), true);
public static World createWorld() { return new World(Constants.WORLD_GRAVITY, true); }
public void loadLevel(){ if(world != null) world.dispose(); world = new World(new Vector2(0,live ? -10 : 0), true); LinkedList<IMode> loadSorted = new LinkedList<>(modes); Collections.sort(loadSorted, new LoadPriorityComparator()); for(IMode child : loadSorted) child.loadLevel(gdxLevel); }
@Override public void onLoadedResourcesCompleted() { try { world = new World(new Vector2(0, -9.8f), false); box2dRender = new Box2DDebugRenderer(); b2Scene model = IOXml.parse(Gdx.files.internal(file));
public ScreenLevelPanner(GDXLevel gdxLevel, GDXRenderer gdxRenderer, ITransitionListener listener){ this.gdxLevel = gdxLevel; this.gdxRenderer = gdxRenderer; this.listener = listener; random = new Random(); camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.zoom = Properties.getFloat("gameplay.camera.zoom", .02f); world = new World(new Vector2(0, -10), true); struct = gdxLevel.createLevel(world); rayHandler = struct.lights.rayHandler; tiledMeshRenderer = new TiledMeshRenderer(gdxRenderer, gdxLevel.getPolygons()); assetManager = gdxLevel.createAssetManager(false); try{ int shotIndex = random.nextInt(gdxLevel.getMetadata().getCameraShots().size()); shot = gdxLevel.getMetadata().getCameraShots().get(shotIndex); camera.position.set(shot.getPosition(), 0f); }catch(Exception e){ //probably doesn't have shots shot = new CameraShot(); } }
PhysicalWorld.WORLD = new World(new Vector2(0, -10), false);
@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(); }
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); // 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(); 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"); }
private void init(){ Gdx.app.log("GameScreen", "Initializing"); isInitialized = true; world = new World(new Vector2(0f, -9.8f), true); //Add Texture Component engine = new PooledEngine(); RenderingSystem renderingSystem = new RenderingSystem(batch); engine.addSystem(new AnimationSystem()); engine.addSystem(renderingSystem); engine.addSystem(new PhysicsSystem(world)); engine.addSystem(new PhysicsDebugSystem(world, renderingSystem.getCamera())); engine.addSystem(new UselessStateSwapSystem()); Entity e = buildPuffin(world); engine.addEntity(e); engine.addEntity(buildFloorEntity(world)); isInitialized = true; }
@Override public void create() { // Models initialization world = new World(new Vector2(0, -10), true); createGround(); createBottle(); // <-- this method uses the BodyEditorLoader class createBalls(); // Render initialization batch = new SpriteBatch(); font = new BitmapFont(); font.setColor(Color.BLACK); float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); camera = new OrthographicCamera(VIEWPORT_WIDTH, VIEWPORT_WIDTH * h / w); camera.position.set(0, camera.viewportHeight / 2, 0); camera.update(); createSprites(); // Input initialization Gdx.input.setInputProcessor(new InputAdapter() { @Override public boolean touchDown(int x, int y, int pointer, int button) { restart(); return true; } }); // Run restart(); }
@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); }
world = new World(new Vector2(0,-9.8f), true);
pixelsPerMeterFactor = ((widthRatio * 256f) / 224f) * ScaleUtils.Scale; box2dWorld = new World(new Vector2(0, 0), false); box2dWorld.setContactListener(new GameWorldContactListener());