[LIBGDX学习]LibGDX代码详解(十五)Box2D
2018-02-23 17:13
302 查看
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.EdgeShape; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class ContinuousTest extends Box2DTest { int m_stepCount = 0; Body m_body; float m_angularVelocity; @Override protected void createWorld (World world) { { BodyDef bd = new BodyDef(); bd.position.set(0, 0); Body body = world.createBody(bd); EdgeShape shape = new EdgeShape(); shape.set(new Vector2(-10, 0), new Vector2(10, 0)); body.createFixture(shape, 0); shape.dispose(); PolygonShape poly = new PolygonShape(); poly.setAsBox(0.2f, 1.0f, new Vector2(0.5f, 1.0f), 0); body.createFixture(poly, 0); poly.dispose(); } { BodyDef bd = new BodyDef(); bd.type = BodyType.DynamicBody; bd.position.set(0, 20); PolygonShape shape = new PolygonShape(); shape.setAsBox(2, 0.1f); m_body = world.createBody(bd); m_body.createFixture(shape, 1); m_angularVelocity = 33.468121f; m_body.setLinearVelocity(new Vector2(0, -100)); m_body.setAngularVelocity(m_angularVelocity); shape.dispose(); } } private void launch () { m_body.setTransform(new Vector2(0, 20), 0); m_angularVelocity = (float)Math.random() * 100 - 80;// 旋转速度 //m_angularVelocity = 5; m_body.setLinearVelocity(new Vector2(0, -100)); //m_body.setLinearVelocity(new Vector2((float)((Math.random()>0.5f?1:-1)*Math.random()*100), -(float)Math.random()*100));// (50, -100 往右下打) m_body.setAngularVelocity(m_angularVelocity); } public void render () { super.render(); m_stepCount++; //if (m_stepCount % 60 == 0) launch(); if (m_stepCount % 600 == 0) launch();// 这个等的长了 } }
相关文章推荐
- [LIBGDX学习]LibGDX代码详解(五)Box2D
- [LIBGDX学习]LibGDX代码详解(七)Box2D
- [LIBGDX学习]LibGDX代码详解(十六)Box2D prismatic joint
- [LIBGDX学习]LibGDX代码详解(二十二)Box2D 弹性
- [LIBGDX学习]LibGDX代码详解(十一)Box2D bridge
- [LIBGDX学习]LibGDX代码详解(三)Box2D character control
- [LIBGDX学习]LibGDX代码详解(十三)Box2D wield joint
- [LIBGDX学习]LibGDX代码详解(二十三)Box2D 传送带
- [LIBGDX学习]LibGDX代码详解(十八)Box2D
- [LIBGDX学习]LibGDX代码详解(十七) Box2D character collision
- [LIBGDX学习]LibGDX代码详解(十九)Box2D 金字塔
- [LIBGDX学习]LibGDX代码详解(十八)Box2D body type
- [LIBGDX学习]LibGDX代码详解(二十一)Box2D 子弹穿透
- [LIBGDX学习]LibGDX代码详解(九)Box2D revolute joint
- [LIBGDX学习]LibGDX代码详解(四)Box2D
- [LIBGDX学习]LibGDX代码详解(十四)Box2D apply force
- [LIBGDX学习]LibGDX代码详解(二十四)Bresenham快速画直线算法
- [LIBGDX学习]LibGDX代码详解(三十五)Bullet
- LIBGDX学习]LibGDX代码详解(四十三)Bullet 镜头扫描
- [LIBGDX学习]LibGDX代码详解(二十九)Bullet