List of usage examples for com.badlogic.gdx.physics.box2d Box2DDebugRenderer Box2DDebugRenderer
public Box2DDebugRenderer()
From source file:Tabox2D.java
License:Open Source License
private Tabox2D(Vector2 gravity) { width = Gdx.graphics.getWidth();// www. jav a 2 s . co m height = Gdx.graphics.getHeight(); meterSize = 100;// 1 metter = 100px, default. polyInfo = new HashMap<String, Float>(); rawForces = false; // Sides by polygon: polyInfo.put("triangle", 3f); polyInfo.put("square", 4f); polyInfo.put("pentagon", 5f); polyInfo.put("hexagon", 6f); polyInfo.put("heptagon", 7f); polyInfo.put("octagon", 8f); // Angle of the sides: polyInfo.put("triangle_angle", 120f); polyInfo.put("square_angle", 90f); polyInfo.put("pentagon_angle", 72f); polyInfo.put("hexagon_angle", 60f); polyInfo.put("heptagon_angle", 51.428f); polyInfo.put("octagon_angle", 45f); filterMin = "linear"; filterMag = "linear"; renderer = new Box2DDebugRenderer(); sr = new ShapeRenderer(); spriteBath = new SpriteBatch(); adjustCamera(); tabodies = new ArrayList<Tabody>(); world = new World(new Vector2(gravity.x, gravity.y), true); sr = new ShapeRenderer(); }
From source file:be.ac.ucl.lfsab1509.bouboule.game.gameManager.GameLoop.java
License:Open Source License
/** * Launch the creation of the batch thanks to the camera. if debug == true, * set up the debugger matrix/*from w w w . j a v a 2 s . c o m*/ * * @param cam : the OrthographicCamera of the game * @param debug : load the debugging matrix * * GameLoop(OrthographicCamera cam, boolean debug) */ public GameLoop(final OrthographicCamera cam, final boolean debug) { // creation of the batch and matrix (physical edges of the bodies) // debugger batch = new SpriteBatch(); batch.setProjectionMatrix(cam.combined); if (debug) { debugMatrix = new Matrix4(cam.combined); debugMatrix.scale(GraphicManager.getGameToWorld(), GraphicManager.getGameToWorld(), 1f); debugRenderer = new Box2DDebugRenderer(); } // Create only once the graphicManager graphicManager = new GraphicManager(); // Load the font fontOswald = new BitmapFont(Gdx.files.internal("fonts/Oswald/Oswald.fnt"), Gdx.files.internal("fonts/Oswald/Oswald.png"), false); fontOsaka = new BitmapFont(Gdx.files.internal("fonts/Osaka/Osaka.fnt"), Gdx.files.internal("fonts/Osaka/Osaka.png"), false); fontOsakaRed = new BitmapFont(Gdx.files.internal("fonts/Osaka/Osaka.fnt"), Gdx.files.internal("fonts/Osaka/Osaka.png"), false); fontOsakaRed.setColor(.95f, .05f, .05f, 1f); // Pause if (GlobalSettings.GAME.isGdxMenus()) { fontPause = new BitmapFont(Gdx.files.internal("fonts/OsakaBig/OsakaBig.fnt"), Gdx.files.internal("fonts/OsakaBig/OsakaBig.png"), false); fontPause.setColor(.95f, .05f, .05f, 1f); texturePause = new Texture("buttons/home_button.png"); pixmapFade = new Pixmap(1, 1, Format.RGB888); spriteFade = new Sprite(new Texture(pixmapFade)); spriteFade.setColor(0, 0, 0, 0); spriteFade.setSize(GlobalSettings.APPWIDTH * 2, GlobalSettings.APPHEIGHT * 2); // bigger size to cover all the zone spriteFade.setPosition(-GlobalSettings.APPWIDTH / 2, -GlobalSettings.APPHEIGHT / 2); } // load the counter countDown = new CountDown(2, 2, 1f, "anim/countdown.png", true); // 3 sec // new randomGenerator random = new Random(); }
From source file:com.agateau.pixelwheels.racescreen.GameRenderer.java
License:Open Source License
public GameRenderer(GameWorld world, Batch batch, PerformanceCounters counters) { mDebugRenderer = new Box2DDebugRenderer(); mWorld = world;/*from ww w. jav a2s. c o m*/ mTrack = mWorld.getTrack(); mExtraBackgroundLayerIndexes = mTrack.getExtraBackgroundLayerIndexes(); mForegroundLayerIndexes = mTrack.getForegroundLayerIndexes(); mBatch = batch; mCamera = new OrthographicCamera(); boolean singlePlayer = mWorld.getPlayerRacers().size == 1; mCameraUpdater = singlePlayer ? new SinglePlayerCameraUpdater(mWorld) : new MultiPlayerCameraUpdater(mWorld); mRenderer = new OrthogonalTiledMapRenderer(mTrack.getMap(), Constants.UNIT_FOR_PIXEL, mBatch); mTilePerformanceCounter = counters.add("- tiles"); mGameObjectPerformanceCounter = counters.add("- g.o."); mDebugRenderer.setDrawVelocities(Debug.instance.drawVelocities); }
From source file:com.barconr.games.marblegame.Maze2Drenderer.java
License:Apache License
public Maze2Drenderer(TiledMap tm, Physics2D physics) { font = new BitmapFont(); this.physics = physics; renderer = new Box2DDebugRenderer(); ballLoc = new Vector2(); map = tm;//from w w w. ja v a2 s. c o m camera = new OrthographicCamera(Assets.VIRTUAL_SCREEN_WIDTH, Assets.VIRTUAL_SCREEN_HEIGHT); camera.position.set(Assets.VIRTUAL_SCREEN_WIDTH / 2f, Assets.VIRTUAL_SCREEN_HEIGHT / 2f, 0); camera.update(); //Load Marble Sprite marbleSprite = new Sprite(Assets.marble); marbleSprite.setBounds(0, 0, 16, 16); tilerender = new OrthogonalTiledMapRenderer(map); //createFixtures(Assets.mazemap); debugProj = new Matrix4(camera.combined); debugProj.scale(Assets.PIXELS_PER_METER, Assets.PIXELS_PER_METER, 1); batcher = new SpriteBatch(); batcher.setProjectionMatrix(camera.combined); batcher.enableBlending(); tilerender.setView(camera); }
From source file:com.disc.jammers.states.StatePlay.java
public StatePlay(GameStateManager gsm) { super(gsm);// ww w . ja v a2 s. c o m eventQueue = new EventQueue(); camera.setToOrtho(false, WIDTH, HEIGHT); Gdx.input.setInputProcessor(new MyInputProcessor(eventQueue)); //Box2d Initialization world = new World(new Vector2(0, 0), true); world.setContactListener(new MyContactListener(eventQueue)); b2dr = new Box2DDebugRenderer(); manager = new GameManager(world, eventQueue); //--Sprites createBoxBoundaries(); tempBackground = new Texture("court.png"); }
From source file:com.dongbat.game.system.localSystem.Box2dDebugRendererSystem.java
@Override protected void initialize() { box2DDebugRenderer = new Box2DDebugRenderer(); physicWorld = PhysicsUtil.getPhysicsWorld(world); camera = PhysicsCameraUtil.getCamera(); }
From source file:com.dongbat.game.util.localUtil.DebugRendererFactory.java
/** * Initialize box2d debug renderer/*from w ww .ja v a 2s .c o m*/ */ public static void init() { if (debugRenderer == null) { debugRenderer = new Box2DDebugRenderer(); } }
From source file:com.dongbat.invasion.system.Box2DDebugRenderSystem.java
@Override protected void initialize() { box2DDebugRenderer = new Box2DDebugRenderer(); physicWorld = PhysicsUtil.getWorld(); camera = PhysicsCameraUtil.getCamera(); }
From source file:com.esotericsoftware.spine.Box2DExample.java
License:Open Source License
public void create() { batch = new SpriteBatch(); renderer = new ShapeRenderer(); skeletonRenderer = new SkeletonRenderer(); skeletonRenderer.setPremultipliedAlpha(true); atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas")); // This loader creates Box2dAttachments instead of RegionAttachments for an easy way to keep // track of the Box2D body for each attachment. AtlasAttachmentLoader atlasLoader = new AtlasAttachmentLoader(atlas) { public RegionAttachment newRegionAttachment(Skin skin, String name, String path) { Box2dAttachment attachment = new Box2dAttachment(name); AtlasRegion region = atlas.findRegion(attachment.getName()); if (region == null) throw new RuntimeException("Region not found in atlas: " + attachment); attachment.setRegion(region); return attachment; }/* w w w. ja v a 2 s . c om*/ }; SkeletonJson json = new SkeletonJson(atlasLoader); json.setScale(0.6f * 0.05f); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json")); animation = skeletonData.findAnimation("walk"); skeleton = new Skeleton(skeletonData); skeleton.x = -32; skeleton.y = 1; skeleton.updateWorldTransform(); // See Box2DTest in libgdx for more detailed information about Box2D setup. camera = new OrthographicCamera(48, 32); camera.position.set(0, 16, 0); box2dRenderer = new Box2DDebugRenderer(); createWorld(); // Create a body for each attachment. Note it is probably better to create just a few bodies rather than one for each // region attachment, but this is just an example. for (Slot slot : skeleton.getSlots()) { if (!(slot.getAttachment() instanceof Box2dAttachment)) continue; Box2dAttachment attachment = (Box2dAttachment) slot.getAttachment(); PolygonShape boxPoly = new PolygonShape(); boxPoly.setAsBox(attachment.getWidth() / 2 * attachment.getScaleX(), attachment.getHeight() / 2 * attachment.getScaleY(), vector.set(attachment.getX(), attachment.getY()), attachment.getRotation() * MathUtils.degRad); BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyType.StaticBody; attachment.body = world.createBody(boxBodyDef); attachment.body.createFixture(boxPoly, 1); boxPoly.dispose(); } }
From source file:com.example.jumpertutorial.JumperTutorial.java
License:Apache License
@Override public void create() { /**//from w ww .j av a 2s. c o m * If the viewport's size is not yet known, determine it here. */ if (screenWidth == -1) { screenWidth = Gdx.graphics.getWidth(); screenHeight = Gdx.graphics.getHeight(); } tiledMapHelper = new TiledMapHelper(); tiledMapHelper = new TiledMapHelper(); tiledMapHelper.setPackerDirectory("data/packer"); tiledMapHelper.loadMap("data/world/level1/level.tmx"); tiledMapHelper.prepareCamera(screenWidth, screenHeight); /** * Load up the overall texture and chop it in to pieces. In this case, * piece. */ overallTexture = new Texture(Gdx.files.internal("data/sprite.png")); overallTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); jumperSprite = new Sprite(overallTexture, 0, 0, 21, 37); spriteBatch = new SpriteBatch(); /** * You can set the world's gravity in its constructor. Here, the gravity * is negative in the y direction (as in, pulling things down). */ world = new World(new Vector2(0.0f, -10.0f), true); BodyDef jumperBodyDef = new BodyDef(); jumperBodyDef.type = BodyDef.BodyType.DynamicBody; jumperBodyDef.position.set(1.0f, 3.0f); jumper = world.createBody(jumperBodyDef); /** * Boxes are defined by their "half width" and "half height", hence the * 2 multiplier. */ PolygonShape jumperShape = new PolygonShape(); jumperShape.setAsBox(jumperSprite.getWidth() / (2 * PIXELS_PER_METER), jumperSprite.getHeight() / (2 * PIXELS_PER_METER)); /** * The character should not ever spin around on impact. */ jumper.setFixedRotation(true); /** * The density and friction of the jumper were found experimentally. * Play with the numbers and watch how the character moves faster or * slower. */ FixtureDef jumperFixtureDef = new FixtureDef(); jumperFixtureDef.shape = jumperShape; jumperFixtureDef.density = 1.0f; jumperFixtureDef.friction = 5.0f; jumper.createFixture(jumperFixtureDef); jumperShape.dispose(); tiledMapHelper.loadCollisions("data/collisions.txt", world, PIXELS_PER_METER); debugRenderer = new Box2DDebugRenderer(); lastRender = System.nanoTime(); }