package com.cvte.game; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.EdgeShape; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.World; public class Demo0 extends ApplicationAdapter { private static final float PXTM = 80; protected OrthographicCamera mCamera; private Box2DDebugRenderer mRenderer; private World mWorld; @Override public void create() { float cameraWidth = Gdx.graphics.getWidth() / PXTM; float cameraHeight = Gdx.graphics.getHeight() / PXTM; mCamera = new OrthographicCamera(cameraWidth, cameraHeight); mCamera.position.set(cameraWidth / 2, cameraHeight / 2, 0); mCamera.update(); mRenderer = new Box2DDebugRenderer(); mWorld = new World(new Vector2(0, -10), true); //ground { BodyDef bd = new BodyDef(); bd.type = BodyType.StaticBody; bd.position.set(toWorldSize(0), toWorldSize(100)); EdgeShape edgeShape = new EdgeShape(); edgeShape.set(new Vector2(toWorldSize(0), toWorldSize(80)), new Vector2(toWorldSize(Gdx.graphics.getWidth()), toWorldSize(80))); FixtureDef fd = new FixtureDef(); fd.shape = edgeShape; Body ground = mWorld.createBody(bd); ground.createFixture(fd); } //ball { BodyDef bd = new BodyDef(); bd.type = BodyType.DynamicBody; bd.position.set(toWorldSize(400), toWorldSize(800)); CircleShape circleShape = new CircleShape(); circleShape.setRadius(toWorldSize(20)); FixtureDef fd = new FixtureDef(); fd.shape = circleShape; fd.density = 1; fd.restitution = 0.9f; Body ball = mWorld.createBody(bd); ball.createFixture(fd); } } @Override public void dispose() { mRenderer.dispose(); mWorld.dispose(); mCamera = null; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); mWorld.step(Gdx.app.getGraphics().getDeltaTime(), 6, 2); mRenderer.render(mWorld, mCamera.combined); } private float toWorldSize(float pos) { return (pos / PXTM); } }
原文地址:http://blog.csdn.net/linmy1211/article/details/39319747