Java Code Examples for com.badlogic.gdx.physics.box2d.Body#setUserData()
The following examples show how to use
com.badlogic.gdx.physics.box2d.Body#setUserData() .
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Example 1
Source File: WorldUtils.java From martianrun with Apache License 2.0 | 6 votes |
public static Body createEnemy(World world) { EnemyType enemyType = RandomUtils.getRandomEnemyType(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.KinematicBody; bodyDef.position.set(new Vector2(enemyType.getX(), enemyType.getY())); PolygonShape shape = new PolygonShape(); shape.setAsBox(enemyType.getWidth() / 2, enemyType.getHeight() / 2); Body body = world.createBody(bodyDef); body.createFixture(shape, enemyType.getDensity()); body.resetMassData(); EnemyUserData userData = new EnemyUserData(enemyType.getWidth(), enemyType.getHeight(), enemyType.getAnimationAssetId()); body.setUserData(userData); shape.dispose(); return body; }
Example 2
Source File: DestroySystem.java From Entitas-Java with MIT License | 5 votes |
@Override protected void execute(List<GameEntity> entities) { for (GameEntity e : entities) { if (e.hasRigidBody()) { Body body = e.getRigidBody().body; e.getRigidBody().body = null; body.setUserData(null); removeBodies.add(body); } context.destroyEntity(e); } }
Example 3
Source File: RigidBodySystem.java From Entitas-Java with MIT License | 5 votes |
@Override protected void execute(List<GameEntity> entities) { for (GameEntity e : entities) { Body body = e.getRigidBody().body; body.setUserData(e.getCreationIndex()); } }
Example 4
Source File: WorldUtils.java From martianrun with Apache License 2.0 | 5 votes |
public static Body createGround(World world) { BodyDef bodyDef = new BodyDef(); bodyDef.position.set(new Vector2(Constants.GROUND_X, Constants.GROUND_Y)); Body body = world.createBody(bodyDef); PolygonShape shape = new PolygonShape(); shape.setAsBox(Constants.GROUND_WIDTH / 2, Constants.GROUND_HEIGHT / 2); body.createFixture(shape, Constants.GROUND_DENSITY); body.setUserData(new GroundUserData(Constants.GROUND_WIDTH, Constants.GROUND_HEIGHT)); shape.dispose(); return body; }
Example 5
Source File: WorldUtils.java From martianrun with Apache License 2.0 | 5 votes |
public static Body createRunner(World world) { BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.DynamicBody; bodyDef.position.set(new Vector2(Constants.RUNNER_X, Constants.RUNNER_Y)); PolygonShape shape = new PolygonShape(); shape.setAsBox(Constants.RUNNER_WIDTH / 2, Constants.RUNNER_HEIGHT / 2); Body body = world.createBody(bodyDef); body.setGravityScale(Constants.RUNNER_GRAVITY_SCALE); body.createFixture(shape, Constants.RUNNER_DENSITY); body.resetMassData(); body.setUserData(new RunnerUserData(Constants.RUNNER_WIDTH, Constants.RUNNER_HEIGHT)); shape.dispose(); return body; }
Example 6
Source File: CollectibleRenderer.java From ninja-rabbit with GNU General Public License v2.0 | 5 votes |
public void load(final World world, final BodyEditorLoader loader, final AssetManager assets, final MapLayer layer, final Object userData) { if (layer == null) { return; } for (MapObject mo : layer.getObjects()) { BodyDef bodyDefinition = new BodyDef(); bodyDefinition.type = BodyType.KinematicBody; float x = ((Float) mo.getProperties().get("x")).floatValue() * unitScale; float y = ((Float) mo.getProperties().get("y")).floatValue() * unitScale; bodyDefinition.position.set(x, y); BodyFactory bodyFactory = null; Entity entity = null; if (CARROT_TYPE.equals(mo.getProperties().get(TYPE_PROPERTY, CARROT_TYPE, String.class))) { bodyFactory = new CarrotBodyFactory(loader); entity = EntityFactory.createCollectible(world, assets); } else { throw new IllegalArgumentException("Unknown collectible type {" + mo.getProperties().get(TYPE_PROPERTY, String.class) + "}"); } Body body = bodyFactory.create(world, bodyDefinition); entity.setBody(body); body.setUserData(entity); collectibles.add(entity); } }
Example 7
Source File: NinjaRabbitBodyProcessor.java From ninja-rabbit with GNU General Public License v2.0 | 5 votes |
@Override public void update(final Entity character) { if (character.getBody() == null) { character.setDirection(Direction.RIGHT); Body body = bodyFactory.create(world, Direction.RIGHT); character.setBody(body); body.setUserData(character); lastKnownDirection = Direction.RIGHT; } else { if (!lastKnownDirection.equals(character.getDirection())) { changeDirection(character); } } }
Example 8
Source File: NinjaRabbitBodyProcessor.java From ninja-rabbit with GNU General Public License v2.0 | 5 votes |
/** * Sets a new body onto the {@link NinjaRabbit} instance, after destroying the current one. Sets * the current direction to the given {@link Direction}. * * @param character * The {@link NinjaRabbit} being updated. * @param direction * The direction the {@link NinjaRabbit} is facing. */ private void changeDirection(final Entity character) { Vector2 position = character.getBody().getPosition(); Vector2 velocity = character.getBody().getLinearVelocity(); float angle = character.getBody().getAngle(); world.destroyBody(character.getBody()); Body newBody = bodyFactory.create(world, character.getDirection()); newBody.setTransform(position, angle); newBody.setLinearVelocity(velocity); character.setBody(newBody); newBody.setUserData(character); lastKnownDirection = character.getDirection(); }
Example 9
Source File: Box2dSteeringEntity.java From gdx-ai with Apache License 2.0 | 5 votes |
public Box2dSteeringEntity (TextureRegion region, Body body, boolean independentFacing, float boundingRadius) { this.region = region; this.body = body; this.independentFacing = independentFacing; this.boundingRadius = boundingRadius; this.tagged = false; body.setUserData(this); }
Example 10
Source File: WorldController.java From tilt-game-android with MIT License | 4 votes |
private void createEdgeSensor(float x, float y, float w, float h) { Body body = PhysicsFactory.createBoxBody(_physicsWorld, x, y, w, h, BodyDef.BodyType.StaticBody, SENSOR_FIX_DEF); body.setUserData(ObjectName.EDGE_SENSOR_NAME); }
Example 11
Source File: ActorBuilder.java From Bomberman_libGdx with MIT License | 4 votes |
public void createPowerUp(float x, float y) { BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.DynamicBody; bodyDef.position.set(MathUtils.floor(x) + 0.5f, MathUtils.floor(y) + 0.5f); Body body = b2dWorld.createBody(bodyDef); PolygonShape polygonShape = new PolygonShape(); polygonShape.setAsBox(0.4f, 0.4f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = polygonShape; fixtureDef.filter.categoryBits = GameManager.POWERUP_BIT; fixtureDef.filter.maskBits = GameManager.PLAYER_BIT; fixtureDef.isSensor = true; body.createFixture(fixtureDef); PowerUp powerUp = new PowerUp(); int i; switch (powerUp.type) { case ONE_UP: i = 5; break; case REMOTE: i = 4; break; case KICK: i = 3; break; case SPEED: i = 2; break; case POWER: i = 1; break; case AMMO: default: i = 0; break; } TextureAtlas textureAtlas = assetManager.get("img/actors.pack", TextureAtlas.class); Renderer renderer = new Renderer(new TextureRegion(textureAtlas.findRegion("Items"), i * 16, 0, 16, 16), 16 / GameManager.PPM, 16 / GameManager.PPM); renderer.setOrigin(16 / GameManager.PPM / 2, 16 / GameManager.PPM / 2); Entity e = new EntityBuilder(world) .with( powerUp, new RigidBody(body), new Transform(body.getPosition().x, body.getPosition().y, 1, 1, 0), new State("normal"), renderer ) .build(); body.setUserData(e); polygonShape.dispose(); }
Example 12
Source File: ActorBuilder.java From Bomberman_libGdx with MIT License | 4 votes |
public void createPortal() { float x = GameManager.getInstance().getPortalPosition().x; float y = GameManager.getInstance().getPortalPosition().y; BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.KinematicBody; bodyDef.position.set(x + 0.5f, y + 0.5f); Body body = b2dWorld.createBody(bodyDef); PolygonShape polygonShape = new PolygonShape(); polygonShape.setAsBox(0.2f, 0.2f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = polygonShape; fixtureDef.filter.categoryBits = GameManager.PORTAL_BIT; fixtureDef.filter.maskBits = GameManager.PLAYER_BIT; fixtureDef.isSensor = true; body.createFixture(fixtureDef); polygonShape.dispose(); TextureRegion textureRegion = assetManager.get("img/actors.pack", TextureAtlas.class).findRegion("Items"); Array<TextureRegion> keyFrames = new Array<>(); for (int i = 6; i < 8; i++) { keyFrames.add(new TextureRegion(textureRegion, i * 16, 0, 16, 16)); } Animation anim = new Animation(0.2f, keyFrames, Animation.PlayMode.LOOP); HashMap<String, Animation> anims = new HashMap<>(); anims.put("normal", anim); Transform transform = new Transform(body.getPosition().x, body.getPosition().y, 1, 1, 0); transform.z = 99; // make portal drawn below player Renderer renderer = new Renderer(textureRegion, 16 / GameManager.PPM, 16 / GameManager.PPM); renderer.setOrigin(16 / GameManager.PPM / 2, 16 / GameManager.PPM / 2); Entity e = new EntityBuilder(world) .with( transform, new State("normal"), new Anim(anims), renderer ) .build(); body.setUserData(e); }