[LIBGDX学习]LibGDX代码详解(十七) Box2D character collision

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();
		}
	}
}

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