com.badlogic.gdx.tests.box2d.VaryingRestitution.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.World;

public class VaryingRestitution 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(-40, 0), new Vector2(40, 0));
            ground.createFixture(shape, 0.0f);
            shape.dispose();
        }

        {
            CircleShape shape = new CircleShape();
            shape.setRadius(1);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 1.0f;

            float restitution[] = { 0, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f };

            for (int i = 0; i < restitution.length; i++) {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;
                bd.position.set(-10.0f + 3.0f * i, 20.0f);

                Body body = world.createBody(bd);
                fd.restitution = restitution[i];
                body.createFixture(fd);
            }

            shape.dispose();
        }
    }
}