package com.mygdx.game.box2d;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;
public class Bridge extends Box2DTest {
int e_count = 30;
@Override
protected void createWorld (World world) {
Body ground;
{
BodyDef bd = new BodyDef();
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40, 0), new Vector2(40.0f, 0));
ground.createFixture(shape, 0);
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
fd.friction = 0.2f;
RevoluteJointDef jd = new RevoluteJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-14.5f + 1.0f * i, 5.0f);// -14.5+29=14.5
//bd.position.set(-15.5f + 1.0f * i, 5.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 5.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
prevBody = body;
}
Vector2 anchor = new Vector2(-15.0f + 1.0f * e_count, 5.0f);// -15+30=15
jd.initialize(prevBody, ground, anchor);//收尾
world.createJoint(jd);
shape.dispose();
}
for (int i = 0; i < 2; i++) {
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-0.5f, 0);
vertices[1] = new Vector2(0.5f, 0);
vertices[2] = new Vector2(0, 1.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-8.0f + 8.0f * i, 12.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
for (int i = 0; i < 3; i++) {
CircleShape shape = new CircleShape();
shape.setRadius(0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-6.0f + 6.0f * i, 10.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
}
}
[LIBGDX学习]LibGDX代码详解(十)Box2D bridge
最新推荐文章于 2021-11-19 21:37:05 发布