Package com.badlogic.gdx.physics.box2d

Examples of com.badlogic.gdx.physics.box2d.Body


    boxBodyDef.position.x = x;
    boxBodyDef.position.y = y;
    boxBodyDef.angle = angle;
    boxBodyDef.angularDamping = 1f;
    boxBodyDef.linearDamping = 1.0f;
    Body boxBody = world.createBody(boxBodyDef);

    boxBody.createFixture(boxPoly, 1);
    // add the box to our list of boxes
    body = boxBody;
   
    body.setUserData(this);
   
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      boxBodyDef.type = BodyType.DynamicBody;
      boxBodyDef.position.x = MathUtils.random(-25, 45);
      boxBodyDef.position.y = MathUtils.random(-20, 45);
      boxBodyDef.angularDamping = 1f;
      boxBodyDef.linearDamping = 1.0f;
      Body boxBody = world.createBody(boxBodyDef);

      boxBody.createFixture(boxPoly, 1);

      enemies.add(new EnemyShip(boxBody));
      boxBody.setUserData(enemies.get(enemies.size-1));
    }

    boxPoly.dispose();
  }
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      return false;
    }
   
    for(int i=0; i<3; i++) {
     
      Body box = createCircle(BodyType.DynamicBody, 0.01f, 10000);
      box.setBullet(true);    
      box.setTransform(position.x + i, position.y, 0);
      box.setLinearVelocity(velocity.mul(1000));

      bullets.add(new CannonBall(box, true));
      box.setUserData(bullets.get(bullets.size-1));
    }
   
    player.lastShot = 0;
   
    if(Configuration.getInstance().sound) {
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  }
 
  public boolean shootEnemy(final Vector2 position, final Vector2 velocity) {   
    for(int i=0; i<3; i++) {
     
      Body box = createCircle(BodyType.DynamicBody, 0.01f, 10000);
      box.setBullet(true);    
      box.setTransform(position.x + i, position.y, 0);
      box.setLinearVelocity(velocity.mul(1000));

      bullets.add(new CannonBall(box, false));
      box.setUserData(bullets.get(bullets.size-1));
    }
    if(Configuration.getInstance().sound) {
      shoot.play();
    }
   
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  public Body createCircle(BodyType type, float radius, float density) {
    BodyDef def = new BodyDef();
    def.type = type;
    def.linearDamping = 5;
    Body box = world.createBody(def);

    CircleShape poly = new CircleShape();
    poly.setRadius(radius);
    Fixture fix = box.createFixture(poly, density);
    poly.dispose();

    return box;
  }
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      boxBodyDef.type = BodyType.DynamicBody;
      boxBodyDef.position.x = 2;
      boxBodyDef.position.y = 2;
      boxBodyDef.angularDamping = 1f;
      boxBodyDef.linearDamping = 1.0f;
      Body boxBody = world.createBody(boxBodyDef);

      boxBody.createFixture(boxPoly, 1);

      // add the box to our list of boxes
      enemies.add(boxBody);
    }
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    boatTex.bind(0);
   
    //render enemies
    for (int i = 0; i < enemies.size(); i++) {
     
      Body box = enemies.get(i);
     
      tmp.idt();
      model.idt();
     
      tmp.setToScaling(0.2f,0.2f,0.2f);
      model.mul(tmp);
     
      tmp.setToRotation(Vector3.X, 90);
      model.mul(tmp);
     
      Vector2 position = box.getPosition();
      tmp.setToTranslation(-position.x+10, -position.y+10, -1f);
      model.mul(tmp);

      tmp.setToRotation(Vector3.Z, MathUtils.radiansToDegrees * box.getAngle());
      model.mul(tmp);
     
      diffuseShader.setUniformMatrix("MMatrix", model);
      modelBoatObj.render(diffuseShader);
    }
   
    //render bullets
    for (int i = 0; i < bullets.size(); i++) {
     
      Body box = bullets.get(i);
     
      tmp.idt();
      model.idt();
     
      tmp.setToScaling(0.2f,0.2f,0.2f);
      model.mul(tmp);
     
      tmp.setToRotation(Vector3.X, 90);
      model.mul(tmp);
     
      Vector2 position = box.getPosition();
      tmp.setToTranslation(-position.x+10, -position.y+10, -1f);
      model.mul(tmp);
     

      tmp.setToScaling(0.2f,0.2f,0.2f);
      model.mul(tmp);

      tmp.setToRotation(Vector3.Z, MathUtils.radiansToDegrees * box.getAngle());
      model.mul(tmp);
     
      diffuseShader.setUniformMatrix("MMatrix", model);
      modelCannonBallObj.render(diffuseShader);
    }
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    if(player.lastShot < 1) {
      return;
    }
   
    for(int i=0; i<3; i++) {
      Body box = createCircle(BodyType.DynamicBody, 0.01f, 10000);
 
      box.setBullet(true);    
      box.setTransform(position.x + i, position.y, 0);
  //    Vector2 dir = new Vector2(xdir, 0);
  //    dir = dir.nor();
  //    b.speed += (velocity.x*xdir);
  //    dir.mul(b.speed);
      box.setLinearVelocity(velocity.mul(1000));
 
  //    b.body = box;
  //    b.body.setUserData(b);
  //    b.body.getFixtureList().get(0).setFilterData(GameInstance.getInstance().bulletCollideFilter);
      bullets.add(box);
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  }
 
  public Body createCircle(BodyType type, float radius, float density) {
    BodyDef def = new BodyDef();
    def.type = type;
    Body box = world.createBody(def);

    CircleShape poly = new CircleShape();
    poly.setRadius(radius);
    Fixture fix = box.createFixture(poly, density);
    poly.dispose();

    return box;
  }
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      // ground and create a new body
      BodyDef boxBodyDef = new BodyDef();
      boxBodyDef.type = BodyType.DynamicBody;
      boxBodyDef.position.x = -24 + (float)(Math.random() * 48);
      boxBodyDef.position.y = 10 + (float)(Math.random() * 100);
      Body boxBody = world.createBody(boxBodyDef);

      boxBody.createFixture(boxPoly, 1);
    }

    // we are done, all that's left is disposing the boxPoly
    boxPoly.dispose();
  }
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