Java Code Examples for com.badlogic.gdx.physics.box2d.World#setContactListener()
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com.badlogic.gdx.physics.box2d.World#setContactListener() .
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Example 1
Source File: EntityFactory.java From ninja-rabbit with GNU General Public License v2.0 | 6 votes |
/** * Creates a new instance of {@link NinjaRabbit}, defining its graphical, audio and physical * properties. * * @param world * The Box2D {@link World} onto which to create the {@link Body} and {@link Fixture} * of the {@link Entity}. * @param loader * A {@link BodyEditorLoader} to handle creation of the Entity body and fixtures. * @param assets * The {@link AssetManager} from where to extract the graphical and audio resources. * Those resources should be loaded in the manager before calling this method and * won't be disposed. * @param status * A reference to the global status of the player to be updated from the changes in * the returned entity inner state. * @param observers * An array of event receivers. Events will fire when the active player status * changes (such as losing lives, collecting items, etc.). * @return A ready to use instance of a new {@link NinjaRabbit}. */ public static Entity createNinjaRabbit(final World world, final BodyEditorLoader loader, final AssetManager assets, final CurrentPlayerStatus status, final PlayerStatusObserver... observers) { PhysicsProcessor physics = new NinjaRabbitPhysicsProcessor(); CONTACT_LISTENER.add(physics); world.setContactListener(CONTACT_LISTENER); GraphicsProcessor graphics = new NinjaRabbitGraphicsProcessor(assets); BodyProcessor bodyProcessor = new NinjaRabbitBodyProcessor(world, loader); AudioProcessor audio = new NinjaRabbitAudioProcessor(assets); PlayerStatusProcessor player = new NinjaRabbitPlayerStatusProcessor(status); if (observers != null) { for (PlayerStatusObserver o : observers) { player.addObserver(o); } } NinjaRabbit ninjaRabbit = new NinjaRabbit(player, bodyProcessor, graphics, physics, audio); if (Ouya.isRunningOnOuya()) { Controllers.clearListeners(); Controllers.addListener(new NinjaRabbitControllerProcessor(ninjaRabbit)); } else { Gdx.input.setInputProcessor(new NinjaRabbitInputProcessor(ninjaRabbit)); } return ninjaRabbit; }
Example 2
Source File: EntityFactory.java From ninja-rabbit with GNU General Public License v2.0 | 6 votes |
/** * Creates and returns a new instance of {@link Environment}, settings its physical, graphical * and audio attributes. * * @param world * @param batch * @param renderer * @param assets * @param observers * @return A newly created {@link Environment}. */ public static Entity createEnvironment(final World world, final Batch batch, final LevelRenderer renderer, final AssetManager assets, final CurrentPlayerStatus status, final PlayerStatusObserver... observers) { PhysicsProcessor physics = new LevelPhysicsProcessor(world, renderer.getTiledMap(), renderer.getUnitScale()); CONTACT_LISTENER.add(physics); world.setContactListener(CONTACT_LISTENER); GraphicsProcessor graphics = new LevelGraphicsProcessor(assets, batch, renderer); AudioProcessor audio = new LevelAudioProcessor(assets, renderer.getTiledMap().getProperties()); PlayerStatusProcessor player = new LevelPlayerStatusProcessor(status); if (observers != null) { for (PlayerStatusObserver o : observers) { player.addObserver(o); } } return new Environment(graphics, physics, audio, player); }
Example 3
Source File: FluidSimulatorGeneric.java From fluid-simulator-v2 with Apache License 2.0 | 5 votes |
public FluidSimulatorGeneric(FluidSimulatorStarter fluidSimulatorStarter) { this.game = fluidSimulatorStarter; // LibGDX single batches cannot have a size more than 5460 batch = new SpriteBatch(IS_DESKTOP ? 5460 : ANDROID_SIZE); font = new BitmapFont(); camera = new OrthographicCamera(WORLD_WIDTH, WORLD_HEIGHT); camera.position.set(0, (WORLD_HEIGHT / 2) - 1, 0); immediateRenderer = new ImmediateModeRenderer20(SIZE*6, false, true, 0); irt = new Renderer20(SIZE*6, false, true, 1); irt2 = new ImmediateModeRenderer20(SIZE*11, false, true, 1); shapeRenderer = new ShapeRenderer(SIZE); renderer = new Box2DDebugRenderer(true, true, false, true, false, false); //3D camera3D = new PerspectiveCamera(67, WORLD_WIDTH, WORLD_HEIGHT); camera3D.position.set(0, 130f, 250f); camera3D.lookAt(0,150f,0); camera3D.near = 0.1f; camera3D.far = 500f; camera3D.update(); ModelBuilder modelBuilder = new ModelBuilder(); // model = modelBuilder.createSphere(5f, 5f, 5f, 4, 4, GL10.GL_TRIANGLES, // new Material(ColorAttribute.createDiffuse(Color.GREEN)), // Usage.Position | Usage.Normal); model = modelBuilder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal); instance = new ModelInstance(model); modelBatch = new ModelBatch(); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0, -0.8f, -0.2f)); camController = new Camera3DController(camera3D); camController.setFluidSimulator(this); world = new World(new Vector2(0, -9.8f), false); world.setContactListener(this); }
Example 4
Source File: GameWorld.java From uracer-kotd with Apache License 2.0 | 4 votes |
public GameWorld (String levelId, boolean nightMode) { float widthRatio = (float)Config.Graphics.ReferenceScreenWidth / (float)ScaleUtils.PlayWidth; pixelsPerMeterFactor = ((widthRatio * 256f) / 224f) * ScaleUtils.Scale; box2dWorld = new World(new Vector2(0, 0), false); box2dWorld.setContactListener(new GameWorldContactListener()); boolean autoClearForces = false; boolean continuousPhysics = false; box2dWorld.setAutoClearForces(autoClearForces); box2dWorld.setContinuousPhysics(continuousPhysics); // power off TOI and make it *really* deterministic Gdx.app.log("GameWorld", "Box2D world created (CCD=" + continuousPhysics + ", auto clear forces=" + autoClearForces + ")"); map = GameLevels.load(levelId); this.levelId = levelId; this.nightMode = nightMode; // get map properties mapWidth = map.getProperties().get("width", int.class); mapHeight = map.getProperties().get("height", int.class); tileWidth = map.getProperties().get("tilewidth", int.class); tileHeight = map.getProperties().get("tileheight", int.class); invTileWidth = 1f / (float)tileWidth; // compute world size worldSizeTiles = new Vector2(mapWidth, mapHeight); worldSizePx = new Vector2(mapWidth * tileWidth, mapHeight * tileHeight); worldSizeMt = new Vector2(Convert.px2mt(mapWidth * tileWidth), Convert.px2mt(mapHeight * tileHeight)); // initialize tilemap utils mapUtils = new MapUtils(map, tileWidth, mapHeight, worldSizePx); createMeshes(); route = createRoute(); polys = createTrackPolygons(); gameTrack = new GameTrack(route, polys); if (route == null) { throw new GdxRuntimeException("No route for this track"); } playerStart = gameTrack.generateTrackPosition(-3); if (nightMode) { createLights(); } }
Example 5
Source File: Field.java From homescreenarcade with GNU General Public License v3.0 | 4 votes |
/** * Creates Box2D world, reads layout definitions for the given level, and initializes the game * to the starting state. */ public void resetForLevel(Context context, int level) { Vector2 gravity = new Vector2(0.0f, -1.0f); boolean doSleep = true; world = new World(gravity, doSleep); world.setContactListener(this); gameState.statusMgr = LocalBroadcastManager.getInstance(context); Intent scoreIntent = new Intent(ArcadeCommon.ACTION_STATUS) .putExtra(ArcadeCommon.STATUS_RESET_SCORE, true) .putExtra(ArcadeCommon.STATUS_LEVEL, level) .putExtra(ArcadeCommon.STATUS_LIVES, gameState.totalBalls - gameState.ballNumber); gameState.statusMgr.sendBroadcast(scoreIntent); layout = FieldLayout.layoutForLevel(level, world); world.setGravity(new Vector2(0.0f, -layout.getGravity())); ballsAtTargets = new HashSet<Body>(); scheduledActions = new PriorityQueue<ScheduledAction>(); gameTime = 0; // Map bodies and IDs to FieldElements, and get elements on whom tick() has to be called. bodyToFieldElement = new HashMap<Body, FieldElement>(); fieldElementsByID = new HashMap<String, FieldElement>(); List<FieldElement> tickElements = new ArrayList<FieldElement>(); for(FieldElement element : layout.getFieldElements()) { if (element.getElementId()!=null) { fieldElementsByID.put(element.getElementId(), element); } for(Body body : element.getBodies()) { bodyToFieldElement.put(body, element); } if (element.shouldCallTick()) { tickElements.add(element); } } fieldElementsToTick = tickElements.toArray(new FieldElement[0]); fieldElementsArray = layout.getFieldElements().toArray(new FieldElement[0]); delegate = null; String delegateClass = layout.getDelegateClassName(); if (delegateClass!=null) { if (delegateClass.indexOf('.')==-1) { delegateClass = "com.homescreenarcade.pinball.fields." + delegateClass; } try { delegate = (Delegate)Class.forName(delegateClass).newInstance(); } catch(Exception ex) { throw new RuntimeException(ex); } } else { // Use no-op delegate if no class specified, so that field.getDelegate() is non-null. delegate = new BaseFieldDelegate(); } }
Example 6
Source File: PlayScreen.java From Pacman_libGdx with MIT License | 4 votes |
@Override public void show() { camera = new OrthographicCamera(); viewport = new FitViewport(WIDTH, HEIGHT, camera); camera.translate(WIDTH / 2, HEIGHT / 2); camera.update(); batch = new SpriteBatch(); playerSystem = new PlayerSystem(); ghostSystem = new GhostSystem(); movementSystem = new MovementSystem(); pillSystem = new PillSystem(); animationSystem = new AnimationSystem(); renderSystem = new RenderSystem(batch); stateSystem = new StateSystem(); engine = new Engine(); engine.addSystem(playerSystem); engine.addSystem(ghostSystem); engine.addSystem(pillSystem); engine.addSystem(movementSystem); engine.addSystem(stateSystem); engine.addSystem(animationSystem); engine.addSystem(renderSystem); // box2d world = new World(Vector2.Zero, true); world.setContactListener(new WorldContactListener()); box2DDebugRenderer = new Box2DDebugRenderer(); showBox2DDebuggerRenderer = false; // box2d light rayHandler = new RayHandler(world); rayHandler.setAmbientLight(ambientLight); // load map tiledMap = new TmxMapLoader().load("map/map.tmx"); tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap, 1 / 16f, batch); new WorldBuilder(tiledMap, engine, world, rayHandler).buildAll(); stageViewport = new FitViewport(WIDTH * 20, HEIGHT * 20); stage = new Stage(stageViewport, batch); font = new BitmapFont(Gdx.files.internal("fonts/army_stencil.fnt")); Label.LabelStyle labelStyle = new Label.LabelStyle(font, Color.WHITE); Label scoreTextLabel = new Label("SCORE", labelStyle); scoreTextLabel.setPosition(WIDTH * 1, HEIGHT * 19); stage.addActor(scoreTextLabel); Label hightScoreTextLabel = new Label("High Score", labelStyle); hightScoreTextLabel.setPosition(WIDTH * 14, HEIGHT * 19); stage.addActor(hightScoreTextLabel); scoreLabel = new Label("0", labelStyle); scoreLabel.setPosition(WIDTH * 1.5f, HEIGHT * 18.2f); stage.addActor(scoreLabel); highScoreLabel = new Label("0", labelStyle); highScoreLabel.setPosition(WIDTH * 16.5f, HEIGHT * 18.2f); stage.addActor(highScoreLabel); gameOverLabel = new Label(" - Game Over -\n Press Enter to continue", labelStyle); gameOverLabel.setPosition(WIDTH * 4.3f, HEIGHT * 9f); gameOverLabel.setVisible(false); stage.addActor(gameOverLabel); TextureAtlas textureAtlas = GameManager.instance.assetManager.get("images/actors.pack", TextureAtlas.class); pacmanSprite = new Sprite(new TextureRegion(textureAtlas.findRegion("Pacman"), 16, 0, 16, 16)); pacmanSprite.setBounds(8f, 21.5f, 16 / GameManager.PPM, 16 / GameManager.PPM); stringBuilder = new StringBuilder(); changeScreen = false; }
Example 7
Source File: JumpingSample.java From Codelabs with MIT License | 4 votes |
@Override public void show() { /* * This line is found in every sample but is not necessary for the * sample functionality. calls Sample.show() method. That method set the * sample to receive all touch and key input events. Also prevents the * app from be closed whenever the user press back button and instead * returns to main menu. */ super.show(); /* * Create world with a common gravity vector (9.81 m/s2 downwards force) * and tell world that we want objects to sleep. This last value * conserves CPU usage. */ world = new World(new Vector2(0, -9.81f), true); /* Create renderer */ debugRenderer = new Box2DDebugRenderer(); /* * Define camera viewport. Box2D uses meters internally so the camera * must be defined also in meters. We set a desired width and adjust * height to different resolutions. */ camera = new OrthographicCamera(20, 20 * (Gdx.graphics.getHeight() / (float) Gdx.graphics .getWidth())); /* * Next line must remain commented because we do this in its parent (See * Sample class). In case you are not using Sample class, uncomment this * line to set input processor to handle events. */ // Gdx.input.setInputProcessor(this); /* Create the player */ Shape shape = Box2DFactory.createBoxShape(0.35f, 1, new Vector2(0, 0), 0); FixtureDef fixtureDef = Box2DFactory.createFixture(shape, 1, 0, 0, false); player = Box2DFactory.createBody(world, BodyType.DynamicBody, fixtureDef, new Vector2(0, 0)); /* * Create foot sensor. This sensor will be used to detect when the * player is standing on something. */ shape = Box2DFactory.createBoxShape(0.1f, 0.1f, new Vector2(0, -1), 0); fixtureDef = Box2DFactory.createFixture(shape, 0, 0, 0, true); /* * Set user data to the player. In this case we are using an integer. * This will help us to identify the fixture during collision handling. */ player.createFixture(fixtureDef).setUserData(new Integer(3)); /* * Fix the rotation of player's body. We don't want our player to fall * every time he/she touch an object :) */ player.setFixedRotation(true); /* Create the walls */ Box2DFactory.createWalls(world, camera.viewportWidth, camera.viewportHeight, 1); world.setContactListener(this); }
Example 8
Source File: CollisionsSample.java From Codelabs with MIT License | 4 votes |
@Override public void show() { /* * This line is found in every sample but is not necessary for the * sample functionality. calls Sample.show() method. That method set the * sample to receive all touch and key input events. Also prevents the * app from be closed whenever the user press back button and instead * returns to main menu. */ super.show(); /* * Create world with a common gravity vector (9.81 m/s2 downwards force) * and tell world that we want objects to sleep. This last value * conserves CPU usage. As we use the accelerometer and the world * gravity to change bodies positions, we can't let bodies to sleep. */ world = new World(new Vector2(0, -9.81f), false); /* Create renderer */ debugRenderer = new Box2DDebugRenderer(); /* * Define camera viewport. Box2D uses meters internally so the camera * must be defined also in meters. We set a desired width and adjust * height to different resolutions. */ camera = new OrthographicCamera(20, 20 * (Gdx.graphics.getHeight() / (float) Gdx.graphics .getWidth())); /* Create the ball */ Shape shape = Box2DFactory.createCircleShape(1); FixtureDef fixtureDef = Box2DFactory.createFixture(shape, 2.5f, 0.25f, 0.75f, false); Box2DFactory.createBody(world, BodyType.DynamicBody, fixtureDef, new Vector2(5, 0)); /* Create the box */ shape = Box2DFactory.createBoxShape(0.5f, 0.5f, new Vector2(0, 0), 0); fixtureDef = Box2DFactory.createFixture(shape, 1, 0.5f, 0.5f, false); Box2DFactory.createBody(world, BodyType.StaticBody, fixtureDef, new Vector2(0, 0)); /* Create the walls */ walls = Box2DFactory.createWalls(world, camera.viewportWidth, camera.viewportHeight, 1); world.setContactListener(this); }
Example 9
Source File: BuoyancySample.java From Codelabs with MIT License | 4 votes |
@Override public void show() { /* * This line is found in every sample but is not necessary for the * sample functionality. calls Sample.show() method. That method set the * sample to receive all touch and key input events. Also prevents the * app from be closed whenever the user press back button and instead * returns to main menu. */ super.show(); /* * Create world with a common gravity vector (9.81 m/s2 downwards force) * and tell world that we want objects to sleep. This last value * conserves CPU usage. */ world = new World(new Vector2(0, -9.81f), true); /* Create renderer */ debugRenderer = new Box2DDebugRenderer(); /* * Define camera viewport. Box2D uses meters internally so the camera * must be defined also in meters. We set a desired width and adjust * height to different resolutions. */ camera = new OrthographicCamera(20, 20 * (Gdx.graphics.getHeight() / (float) Gdx.graphics .getWidth())); /* * Next line must remain commented because we do this in its parent (See * Sample class). In case you are not using Sample class, uncomment this * line to set input processor to handle events. */ // Gdx.input.setInputProcessor(this); Box2DFactory.createWalls(world, camera.viewportWidth, camera.viewportHeight, 1); /* Create the water */ Shape shape = Box2DFactory.createBoxShape( (camera.viewportWidth / 2 - 1), (camera.viewportHeight / 2 - 2) / 2, new Vector2(0, 0), 0); FixtureDef fixtureDef = Box2DFactory.createFixture(shape, 1, 0.1f, 0, true); Body water = Box2DFactory.createBody(world, BodyType.StaticBody, fixtureDef, new Vector2(0, -(camera.viewportHeight / 2 - 1) / 2 - 0.5f)); /* * Create a buoyancy controller using the previous body as a fluid * sensor */ buoyancyController = new BuoyancyController(world, water .getFixtureList().first()); world.setContactListener(this); }
Example 10
Source File: EntityFactory.java From ninja-rabbit with GNU General Public License v2.0 | 3 votes |
/** * Creates a new instance of {@link Collectible}, defining its graphical, audio and physical * properties. * * @param world * The Box2D {@link World} onto which to create the {@link Body} and {@link Fixture} * of the {@link Entity}. * @param assets * The {@link AssetManager} from where to extract the graphical and audio resources. * Those resources should be loaded in the manager before calling this method. * @return A ready to use instance of a new {@link Collectible}. */ public static Entity createCollectible(final World world, final AssetManager assets) { PhysicsProcessor physics = new CarrotPhysicsProcessor(); CONTACT_LISTENER.add(physics); world.setContactListener(CONTACT_LISTENER); GraphicsProcessor graphics = new CarrotGraphicsProcessor(assets); AudioProcessor audio = new CarrotAudioProcessor(assets); return new Collectible(graphics, physics, audio); }