Package com.badlogic.gdx.physics.box2d

Examples of com.badlogic.gdx.physics.box2d.PolygonShape.dispose()


 
      FixtureDef fixtureDef = new FixtureDef();
      fixtureDef.shape = groundPoly;
      fixtureDef.filter.groupIndex = 0;
      groundBody.createFixture(fixtureDef);
      groundPoly.dispose();
    }
   
    {
      PolygonShape groundPoly = new PolygonShape();
      Vector2[] vertices = new Vector2[4]
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      FixtureDef fixtureDef = new FixtureDef();
      fixtureDef.shape = groundPoly;
      fixtureDef.filter.groupIndex = 0;
      groundBody.createFixture(fixtureDef);
      groundPoly.dispose();
    }
   
    {
      PolygonShape groundPoly = new PolygonShape();
      Vector2[] vertices = new Vector2[4]
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      FixtureDef fixtureDef = new FixtureDef();
      fixtureDef.shape = groundPoly;
      fixtureDef.filter.groupIndex = 0;
      groundBody.createFixture(fixtureDef);
      groundPoly.dispose();
    }
   
    {
      PolygonShape groundPoly = new PolygonShape();
      Vector2[] vertices = new Vector2[4]
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      FixtureDef fixtureDef = new FixtureDef();
      fixtureDef.shape = groundPoly;
      fixtureDef.filter.groupIndex = 0;
      groundBody.createFixture(fixtureDef);
      groundPoly.dispose();
    }
   
    {
      PolygonShape groundPoly = new PolygonShape();
      Vector2[] vertices = new Vector2[4]
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      FixtureDef fixtureDef = new FixtureDef();
      fixtureDef.shape = groundPoly;
      fixtureDef.filter.groupIndex = 0;
      groundBody.createFixture(fixtureDef);
      groundPoly.dispose();
    }



    player = new Player(world,5,5,0);
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      enemies.add(new EnemyShip(boxBody));
      boxBody.setUserData(enemies.get(enemies.size-1));
    }

    boxPoly.dispose();
  }

  public void initRender() {
    Gdx.graphics.getGL20().glViewport(0, 0, Gdx.graphics.getWidth(),
        Gdx.graphics.getHeight());
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      BodyDef boxBodyDef = new BodyDef();
      boxBodyDef.type = BodyType.StaticBody;
      attachment.body = world.createBody(boxBodyDef);
      attachment.body.createFixture(boxPoly, 1);

      boxPoly.dispose();
    }
  }

  public void render () {
    float delta = Gdx.graphics.getDeltaTime();
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    // only time you have to care explicitely for memomry managment.
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = groundPoly;
    fixtureDef.filter.groupIndex = 0;
    groundBody.createFixture(fixtureDef);
    groundPoly.dispose();

    PolygonShape boxPoly = new PolygonShape();
    boxPoly.setAsBox(1, 1);

    // Next we create the 50 box bodies using the PolygonShape we just
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      boxBody.createFixture(boxPoly, 1);
    }

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

  public void dispose () {
    atlas.dispose();
  }
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      FixtureDef fixtureDef = new FixtureDef();
      fixtureDef.shape = groundPoly;
      fixtureDef.filter.groupIndex = 0;
      groundBody.createFixture(fixtureDef);
      groundPoly.dispose();
    }
   
    {
      PolygonShape groundPoly = new PolygonShape();
      Vector2[] vertices = new Vector2[4]
View Full Code Here

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