Package com.badlogic.gdx.physics.box2d

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


    circleBodyDef.angle = MathUtils.degToRad(pRotation);

    final Body circleBody = pPhysicsWorld.createBody(circleBodyDef);

    final CircleShape circlePoly = new CircleShape();
    pFixtureDef.shape = circlePoly;

    final float radius = pRadius / pPixelToMeterRatio;
    circlePoly.setRadius(radius);

    circleBody.createFixture(pFixtureDef);

    circlePoly.dispose();

    return circleBody;
  }
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    chainShape.dispose();
    createBoxes();
  }

  private void createBoxes() {
    CircleShape ballShape = new CircleShape();
    ballShape.setRadius(RADIUS);

    FixtureDef def = new FixtureDef();
    def.restitution = 0.9f;
    def.friction = 0.01f;
    def.shape = ballShape;
    def.density = 1f;
    BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = BodyType.DynamicBody;

    for (int i = 0; i < BALLSNUM; i++) {
      // Create the BodyDef, set a random position above the
      // ground and create a new body
      boxBodyDef.position.x = -20 + (float) (Math.random() * 40);
      boxBodyDef.position.y = 10 + (float) (Math.random() * 15);
      Body boxBody = world.createBody(boxBodyDef);
      boxBody.createFixture(def);
      balls.add(boxBody);
    }
    ballShape.dispose();
  }
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        unit.setBody (world.createBody(bodyDef));

        CircleShape circle = new CircleShape();
        circle.setRadius(64f * Detonator.WORLD_TO_BOX2D);

        FixtureDef fixtureDef = new FixtureDef();
        fixtureDef.shape = circle;
        fixtureDef.density = 0.2f;
        fixtureDef.friction = 0.4f;
        fixtureDef.restitution = 0.67f;

        Fixture fixture = unit.getBody().createFixture(fixtureDef);

       
        circle.dispose();       
    }
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                    if("true".equals(collision)){
                        BodyDef bodyDef = new BodyDef();
                        bodyDef.type = BodyDef.BodyType.StaticBody;
                        bodyDef.position.set(Detonator.WORLD_TO_BOX2D*((x*Terrain.tileWidth)-(Terrain.tileWidth / 2)), Detonator.WORLD_TO_BOX2D*(y*Terrain.tileHeight));
                        Body boxBody = map.world.createBody(bodyDef);
                        CircleShape circle = new CircleShape();
                        circle.setRadius(Detonator.WORLD_TO_BOX2D*8);
                        boxBody.createFixture(new CircleShape(),0.5f);
                       
                        Log.info("COLLIDES, map coords: "+Detonator.WORLD_TO_BOX2D*((x*Terrain.tileWidth)-(Terrain.tileWidth / 2))+":"+Detonator.WORLD_TO_BOX2D*(y*Terrain.tileHeight));
                       
                    }
                }
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    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;
  }
View Full Code Here

  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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    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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