com.badlogic.gdx.tests.box2d.VerticalStack.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.Input;
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 VerticalStack extends Box2DTest {
    static final int e_columnCount = 5;
    static final int e_rowCount = 16;

    Body m_bullet;
    Body[] m_bodies = new Body[e_rowCount * e_columnCount];
    int[] m_indices = new int[e_rowCount * e_columnCount];

    @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.set(new Vector2(20, 0), new Vector2(20, 20));
            ground.createFixture(shape, 0);
            shape.dispose();
        }

        float xs[] = { 0, -10, -5, 5, 10 };

        for (int j = 0; j < e_columnCount; j++) {
            PolygonShape shape = new PolygonShape();
            shape.setAsBox(0.5f, 0.5f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 1.0f;
            fd.friction = 0.3f;

            for (int i = 0; i < e_rowCount; i++) {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;

                int n = j * e_rowCount + i;
                m_indices[n] = n;

                float x = 0;
                bd.position.set(xs[j] + x, 0.752f + 1.54f * i);
                Body body = world.createBody(bd);
                body.setUserData(n);

                m_bodies[n] = body;
                body.createFixture(fd);
            }

            shape.dispose();
        }

        m_bullet = null;
    }

    @Override
    public boolean keyDown(int keyCode) {
        if (keyCode == Input.Keys.COMMA) {
            if (m_bullet != null) {
                world.destroyBody(m_bullet);
                m_bullet = null;
            }

            {
                CircleShape shape = new CircleShape();
                shape.setRadius(0.25f);

                FixtureDef fd = new FixtureDef();
                fd.shape = shape;
                fd.density = 20.0f;
                fd.restitution = 0.05f;

                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;
                bd.bullet = true;
                bd.position.set(-31, 5);

                m_bullet = world.createBody(bd);
                m_bullet.createFixture(fd);

                m_bullet.setLinearVelocity(new Vector2(400, 0));
            }
        }

        return false;
    }

    public void render() {
        super.render();

        // if (renderer.batch != null) {
        // renderer.batch.begin();
        // // renderer.batch.drawText(renderer.font, "Press: (,) to launch a bullet", 0, Gdx.app.getGraphics().getHeight(),
        // // Color.WHITE);
        // renderer.batch.end();
        // }
    }
}