Java 类com.badlogic.gdx.physics.box2d.Box2D 实例源码
项目:FlappySpinner
文件:MenuScreen.java
public MenuScreen(Game game) {
Box2D.init();
this.game = game;
world = new World(new Vector2(0, 0), false);
stage = new Stage(new StretchViewport(Constants.WIDTH, Constants.HEIGHT));
preferences = new GamePreferences();
audioManager = AudioManager.getInstance();
Gdx.input.setInputProcessor(stage);
FlappySpinner.gameManager.changeBackgroundColor("#4ec0ca");
setUpBackground();
setUpButtons();
setUpLogo();
}
项目:TheEndlessCastle
文件:TheEndlessCastle.java
@Override
public void create() {
Box2D.init();
_spriteBatch = new SpriteBatch();
_modelBatch = new ModelBatch();
_assetsHndlr = new AssetsHandler(_ASSETS_LIST_FILE_NAME);
_settings = new Settings(_SETTINS_NAME);
// Let shaders not use all available uniforms and attributes
ShaderProgram.pedantic = false;
// Disable for now bloom shader
_settings.SetIsBloomShaderEnabled(false);
setScreen(new LoadingScreen(this));
}
项目:FlappySpinner
文件:GameScreen.java
public GameScreen(Game game, int score, boolean isRelife) {
Box2D.init();
SCORE = score;
this.isRelife = isRelife;
preferences = new GamePreferences();
audioManager = AudioManager.getInstance();
aGame = game;
stage = new Stage(new StretchViewport(Constants.WIDTH, Constants.HEIGHT));
world = WorldUtils.createWorld();
world.setContactListener(this);
FlappySpinner.gameManager.changeBackgroundColor("#e9fcd9");
Gdx.input.setInputProcessor(stage);
state = GameState.RESUME;
setUpBackground();
setUpTube();
setUpSpinner();
setUpGround();
setUpOnPause();
setUpOnResume();
setUpOnFinish();
setUpButtons();
setUpLabels();
}
项目:Undertailor
文件:Undertailor.java
@Override
public void create() {
this.input = new InputRetriever(this);
this.renderer = new MultiRenderer();
Gdx.input.setInputProcessor(this.input);
Box2D.init();
this.assets = new AssetManager(this);
this.environments = new EnvironmentManager(this);
File assetDir = null;
if (this.options.useCustomDir) {
assetDir = this.options.assetDir;
} else {
assetDir = new File(System.getProperty("user.dir"));
}
this.assets.loadAll(assetDir);
File mainFile = new File(assetDir, "main.lua");
if (mainFile.exists()) {
try {
log.info("------------------ Executing main.lua script. ------------------");
this.assets.getScriptManager().runScript(mainFile);
} catch (FileNotFoundException wontHappen) {
}
} else {
log.warn("main.lua was not found in game directory; no start code was executed");
}
}
项目:libgdxjam
文件:LibgdxJam.java
@Override
public void create () {
logger = new Logger(LibgdxJam.class.getName(), Env.LOG_LEVEL);
logger.info("create");
Env.init(this);
Box2D.init();
categories = new Categories();
tags = new Tags();
assetManager = new AssetManager();
assetManager.setLoader(
SkeletonData.class,
new SkeletonDataLoader(
new InternalFileHandleResolver()
)
);
assetManager.setLoader(
OverlapScene.class,
new OverlapSceneLoader(
new InternalFileHandleResolver()
)
);
assetManager.setLoader(
PhysicsData.class,
new PhysicsDataLoader(
new InternalFileHandleResolver(),
categories
)
);
assetManager.setLoader(
AnimationControl.class,
new AnimationControlLoader(
new InternalFileHandleResolver(),
tags
)
);
tweenManager = new TweenManager();
Tween.registerAccessor(Camera.class, new CameraAccessor());
uiCamera = new OrthographicCamera();
uiViewport = new ExtendViewport(
Env.MIN_UI_WIDTH,
Env.MIN_UI_HEIGHT,
Env.MAX_UI_WIDTH,
Env.MAX_UI_HEIGHT,
uiCamera
);
stage = new Stage(uiViewport);
Gdx.input.setInputProcessor(inputMultiplexer);
inputMultiplexer.addProcessor(stage);
setScreen( Screens.getLoadingScreen() );
}
项目:practicos
文件:Clase.java
@Override
public void create () {
batch = new SpriteBatch();
Box2D.init();
mundo = new World(new Vector2(0, -9.8f), true);
debugRenderer = new Box2DDebugRenderer();
//crear la camara del mundo box2d
camaramundo = new OrthographicCamera();
camaramundo.setToOrtho(false, SCREEN_WIDTH/units, SCREEN_HEIGHT/units);
//OBJETO PISO
BodyDef cuerpoPiso = new BodyDef();
cuerpoPiso.type = BodyType.StaticBody;
//creamos una l�nea que representa el suelo, del ancho de la pantalla
EdgeShape linea = new EdgeShape();
linea.set(0, 20/units, SCREEN_WIDTH/units, 20/units);
//creamos el fixture
FixtureDef fixDef=new FixtureDef();
fixDef.shape=linea;
fixDef.filter.categoryBits = BIT_PISO;
fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA;
//lo a�adimos al mundo
piso = mundo.createBody(cuerpoPiso);
piso.createFixture(fixDef).setUserData("piso"); // a�adimos el fixture al objeto
//PAREDES
cuerpoPiso.type = BodyType.StaticBody;
//creamos una l�nea que representa la pared izquierda, del alto de la pantalla
linea.set(0, 0, 0 , SCREEN_HEIGHT*2/units);
//creamos el fixture
fixDef.shape=linea;
fixDef.filter.categoryBits = BIT_PISO;
fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA;
//lo a�adimos al mundo
piso = mundo.createBody(cuerpoPiso);
piso.createFixture(fixDef).setUserData("pared"); // a�adimos el fixture al objeto
cuerpoPiso.type = BodyType.StaticBody;
//creamos una l�nea que representa la pared derecha, del alto de la pantalla
linea.set(SCREEN_WIDTH/units, 0, SCREEN_WIDTH/units , SCREEN_HEIGHT*2/units);
//creamos el fixture
fixDef.shape=linea;
fixDef.filter.categoryBits = BIT_PISO;
fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA;
//lo a�adimos al mundo
piso = mundo.createBody(cuerpoPiso);
piso.createFixture(fixDef).setUserData("pared"); // a�adimos el fixture al objeto
//OBJETO CAJA GIRATORIA
BodyDef cuerpoCaja = new BodyDef();
cuerpoCaja.type = BodyType.KinematicBody;
cuerpoCaja.position.set(SCREEN_WIDTH/2/units, SCREEN_HEIGHT/4/units);
//creamos un rect�ngulo que representa la caja giratoria
PolygonShape rectangulo = new PolygonShape();
rectangulo.setAsBox(100/units, 10/units);
//creamos el fixture
fixDef.shape=rectangulo;
fixDef.filter.categoryBits = BIT_CAJA;
fixDef.filter.maskBits = BIT_PELOTA;
//lo a�adimos al mundo
caja = mundo.createBody(cuerpoCaja);
caja.createFixture(fixDef).setUserData("caja"); // a�adimos el fixture al objeto
//es importante hacer dispose de los shapes despues de usarlos
rectangulo.dispose();
linea.dispose();
}
项目:0Bit-Engine
文件:GameScreen.java
public GameScreen(ZBGame game) {
super(game);
Box2D.init();
}
项目:practicos
文件:GameWorld.java
public GameWorld() {
Box2D.init();
mundo = new World(new Vector2(0, -1.5f), true); // fuerza de gravedad de la tierra - 1 pixel = 1 metro.
// El valor boleano dice si los objetos pueden estar en reposo o no
mundo.setContactListener(new AdministradorColisiones());
}
项目:practicos
文件:GameWorld.java
public GameWorld() {
Box2D.init();
mundo = new World(new Vector2(0, 0), true); // fuerza de gravedad de la tierra - 1 pixel = 1 metro.
// El valor boleano dice si los objetos pueden estar en reposo o no
//mundo.setContactListener(new AdministradorColisiones());
}