com.badlogic.gdx.tests.box2d.CharacterCollision.java Source code

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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/
/*
 * Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the
 * License. You may obtain a copy of the License at
 * 
 * http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS"
 * BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language
 * governing permissions and limitations under the License.
 */

package com.badlogic.gdx.tests.box2d;

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.CircleShape;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;

public class CharacterCollision extends Box2DTest {

    @Override
    protected void createWorld(World world) {
        {
            BodyDef bd = new BodyDef();
            Body ground = world.createBody(bd);

            EdgeShape shape = new EdgeShape();
            shape.set(new Vector2(-20, 0), new Vector2(20, 0));
            ground.createFixture(shape, 0);
            shape.dispose();
        }

        {
            BodyDef bd = new BodyDef();
            Body ground = world.createBody(bd);

            EdgeShape shape = new EdgeShape();
            shape.setRadius(0);
            shape.set(new Vector2(-8, 1), new Vector2(-6, 1));
            ground.createFixture(shape, 0);
            shape.set(new Vector2(-6, 1), new Vector2(-4, 1));
            ground.createFixture(shape, 0);
            shape.set(new Vector2(-4, 1), new Vector2(-2, 1));
            ground.createFixture(shape, 0);
            shape.dispose();
        }

        {
            BodyDef bd = new BodyDef();
            Body ground = world.createBody(bd);

            PolygonShape shape = new PolygonShape();
            shape.setAsBox(1, 1, new Vector2(4, 3), 0);
            ground.createFixture(shape, 0);
            shape.setAsBox(1, 1, new Vector2(6, 3), 0);
            ground.createFixture(shape, 0);
            shape.setAsBox(1, 1, new Vector2(8, 3), 0);
            ground.createFixture(shape, 0);
            shape.dispose();
        }

        {
            BodyDef bd = new BodyDef();
            Body ground = world.createBody(bd);

            EdgeShape shape = new EdgeShape();
            float d = 2 * 2 * 0.005f;
            shape.setRadius(0);
            shape.set(new Vector2(-1 + d, 3), new Vector2(1 - d, 3));
            ground.createFixture(shape, 0);
            shape.set(new Vector2(1, 3 + d), new Vector2(1, 5 - d));
            ground.createFixture(shape, 0);
            shape.set(new Vector2(1 - d, 5), new Vector2(-1 + d, 5));
            ground.createFixture(shape, 0);
            shape.set(new Vector2(-1, 5 - d), new Vector2(-1, 3 + d));
            ground.createFixture(shape, 0);
            shape.dispose();
        }

        {
            BodyDef bd = new BodyDef();
            bd.position.set(-3, 5);
            bd.type = BodyType.DynamicBody;
            bd.fixedRotation = true;
            bd.allowSleep = false;

            Body body = world.createBody(bd);

            PolygonShape shape = new PolygonShape();
            shape.setAsBox(0.5f, 0.5f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;
            body.createFixture(fd);
            shape.dispose();
        }

        {
            BodyDef bd = new BodyDef();
            bd.position.set(-5, 5);
            bd.type = BodyType.DynamicBody;
            bd.fixedRotation = true;
            bd.allowSleep = false;

            Body body = world.createBody(bd);

            float angle = 0;
            float delta = (float) Math.PI / 3;
            Vector2[] vertices = new Vector2[6];
            for (int i = 0; i < 6; i++) {
                vertices[i] = new Vector2(0.5f * (float) Math.cos(angle), 0.5f * (float) Math.sin(angle));
                angle += delta;
            }

            PolygonShape shape = new PolygonShape();
            shape.set(vertices);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;
            body.createFixture(fd);
            shape.dispose();
        }

        {
            BodyDef bd = new BodyDef();
            bd.position.set(3, 5);
            bd.type = BodyType.DynamicBody;
            bd.fixedRotation = true;
            bd.allowSleep = false;

            Body body = world.createBody(bd);

            CircleShape shape = new CircleShape();
            shape.setRadius(0.5f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;
            body.createFixture(fd);
            shape.dispose();
        }
    }
}