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;
public class CharacterCollision extends Box2DTest {
@Override
protected void createWorld (World world) {
{
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-20, 0), new Vector2(20, 0));
ground.createFixture(shape, 0);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.setRadius(0);
shape.set(new Vector2(-8, 1), new Vector2(-6, 1));
ground.createFixture(shape, 0);
shape.set(new Vector2(-6, 1), new Vector2(-4, 1));
ground.createFixture(shape, 0);
shape.set(new Vector2(-4, 1), new Vector2(-2, 1));
ground.createFixture(shape, 0);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(1, 1, new Vector2(4, 3), 0);
ground.createFixture(shape, 0);
shape.setAsBox(1, 1, new Vector2(6, 3), 0);
ground.createFixture(shape, 0);
shape.setAsBox(1, 1, new Vector2(8, 3), 0);
ground.createFixture(shape, 0);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
float d = 2 * 2 * 0.005f;
//float d = 2 * 2 * 5f;
shape.setRadius(0);
shape.set(new Vector2(-1 + d, 3), new Vector2(1 - d, 3));
ground.createFixture(shape, 0);
shape.set(new Vector2(1, 3 + d), new Vector2(1, 5 - d));
ground.createFixture(shape, 0);
shape.set(new Vector2(1 - d, 5), new Vector2(-1 + d, 5));
ground.createFixture(shape, 0);
shape.set(new Vector2(-1, 5 - d), new Vector2(-1, 3 + d));
ground.createFixture(shape, 0);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
bd.position.set(-3, 5);
bd.type = BodyType.DynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
Body body = world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
body.createFixture(fd);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
bd.position.set(-5, 5);
bd.type = BodyType.DynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
Body body = world.createBody(bd);
float angle = 0;
float delta = (float)Math.PI / 3;// 180/3=60度
Vector2[] vertices = new Vector2[6];
for (int i = 0; i < 6; i++) {
//vertices[i] = new Vector2(0.5f * (float)Math.cos(angle), 0.5f * (float)Math.sin(angle));
vertices[i] = new Vector2(2f * (float)Math.cos(angle), 1.5f * (float)Math.sin(angle));
angle += delta;
}
PolygonShape shape = new PolygonShape();
shape.set(vertices);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
body.createFixture(fd);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
bd.position.set(3, 5);
bd.type = BodyType.DynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
Body body = world.createBody(bd);
CircleShape shape = new CircleShape();
shape.setRadius(0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
body.createFixture(fd);
shape.dispose();
}
}
}
[LIBGDX学习]LibGDX代码详解(十七) Box2D character collision
最新推荐文章于 2018-03-01 16:47:42 发布