Java Code Examples for com.badlogic.gdx.physics.box2d.Body#getPosition()
The following examples show how to use
com.badlogic.gdx.physics.box2d.Body#getPosition() .
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Example 1
Source File: PhysicsConnector.java From tilt-game-android with MIT License | 6 votes |
@Override public void onUpdate(final float pSecondsElapsed) { final IEntity entity = this.mEntity; final Body body = this.mBody; if (this.mUpdatePosition) { final Vector2 position = body.getPosition(); final float pixelToMeterRatio = this.mPixelToMeterRatio; entity.setPosition(position.x * pixelToMeterRatio, position.y * pixelToMeterRatio); } if (this.mUpdateRotation) { final float angle = body.getAngle(); entity.setRotation(-MathUtils.radToDeg(angle)); } }
Example 2
Source File: Field2Delegate.java From homescreenarcade with GNU General Public License v3.0 | 5 votes |
/** * Creates a RotatingGroup by computing the distance and angle to center from the first * element ID in the ids array. */ public static RotatingGroup create(Field field, String[] ids, double cx, double cy, double speed) { FieldElement element = field.getFieldElementById(ids[0]); Body body = element.getBodies().get(0); Vector2 position = body.getPosition(); double radius = Math.hypot(position.x - cx, position.y - cy); double angle = Math.atan2(position.y - cy, position.x - cx); return new RotatingGroup(ids, cx, cy, radius, angle, speed); }
Example 3
Source File: BodyUtils.java From martianrun with Apache License 2.0 | 5 votes |
public static boolean bodyInBounds(Body body) { UserData userData = (UserData) body.getUserData(); switch (userData.getUserDataType()) { case RUNNER: case ENEMY: return body.getPosition().x + userData.getWidth() / 2 > 0; } return true; }
Example 4
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); }
Example 5
Source File: SpritesSample.java From Codelabs with MIT License | 4 votes |
@Override public void render(float delta) { /* Clear screen with a black background */ Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); /* Render all graphics before do physics step */ debugRenderer.render(world, camera.combined); /* * Set projection matrix to camera.combined, the same way we did with * the debug renderer. */ batch.setProjectionMatrix(camera.combined); batch.begin(); /* Get word bodies */ world.getBodies(worldBodies); /* * For each body in the world we have to check if it has user data * associated and if it is an Sprite. In that case, we draw it in the * screen. */ for (Body body : worldBodies) { if (body.getUserData() instanceof Sprite) { Sprite sprite = (Sprite) body.getUserData(); /* * Set body position equals to box position. We also need to * center it in the box (measures are relative to body center). */ Vector2 position = body.getPosition(); sprite.setPosition(position.x - sprite.getWidth() / 2, position.y - sprite.getWidth() / 2); /* Set sprite rotation equals to body rotation */ sprite.setRotation(body.getAngle() * MathUtils.radiansToDegrees); /* Draw the sprite on screen */ sprite.draw(batch); } } batch.end(); /* Step the simulation with a fixed time step of 1/60 of a second */ world.step(1 / 60f, 6, 2); }
Example 6
Source File: Box2dLightTest.java From box2dlights with Apache License 2.0 | 4 votes |
@Override public void render() { /** Rotate directional light like sun :) */ if (lightsType == 3) { sunDirection += Gdx.graphics.getDeltaTime() * 4f; lights.get(0).setDirection(sunDirection); } camera.update(); boolean stepped = fixedStep(Gdx.graphics.getDeltaTime()); Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(camera.combined); batch.disableBlending(); batch.begin(); { batch.draw(bg, -viewportWidth / 2f, 0, viewportWidth, viewportHeight); batch.enableBlending(); for (int i = 0; i < BALLSNUM; i++) { Body ball = balls.get(i); Vector2 position = ball.getPosition(); float angle = MathUtils.radiansToDegrees * ball.getAngle(); batch.draw( textureRegion, position.x - RADIUS, position.y - RADIUS, RADIUS, RADIUS, RADIUS * 2, RADIUS * 2, 1f, 1f, angle); } } batch.end(); /** BOX2D LIGHT STUFF BEGIN */ rayHandler.setCombinedMatrix(camera); if (stepped) rayHandler.update(); rayHandler.render(); /** BOX2D LIGHT STUFF END */ long time = System.nanoTime(); boolean atShadow = rayHandler.pointAtShadow(testPoint.x, testPoint.y); aika += System.nanoTime() - time; /** FONT */ if (showText) { batch.setProjectionMatrix(normalProjection); batch.begin(); font.draw(batch, "F1 - PointLight", 0, Gdx.graphics.getHeight()); font.draw(batch, "F2 - ConeLight", 0, Gdx.graphics.getHeight() - 15); font.draw(batch, "F3 - ChainLight", 0, Gdx.graphics.getHeight() - 30); font.draw(batch, "F4 - DirectionalLight", 0, Gdx.graphics.getHeight() - 45); font.draw(batch, "F5 - random lights colors", 0, Gdx.graphics.getHeight() - 75); font.draw(batch, "F6 - random lights distance", 0, Gdx.graphics.getHeight() - 90); font.draw(batch, "F9 - default blending (1.3)", 0, Gdx.graphics.getHeight() - 120); font.draw(batch, "F10 - over-burn blending (default in 1.2)", 0, Gdx.graphics.getHeight() - 135); font.draw(batch, "F11 - some other blending", 0, Gdx.graphics.getHeight() - 150); font.draw(batch, "F12 - toggle help text", 0, Gdx.graphics.getHeight() - 180); font.draw(batch, Integer.toString(Gdx.graphics.getFramesPerSecond()) + "mouse at shadows: " + atShadow + " time used for shadow calculation:" + aika / ++times + "ns" , 0, 20); batch.end(); } }