Java tutorial
/******************************************************************************* * Copyright 2016 Vasiliy Altunin aka SkyRanger * * 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 skyranger.game.userInterface; import skyranger.game.body.BodySprite; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Camera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Cursor extends BodySprite { private Vector2 mousePosition; @SuppressWarnings("unused") private Body player; @SuppressWarnings("unused") private World world; public Cursor(World world, SpriteBatch batch, String fileName, Body player) { super(world, batch, fileName); this.getBodyDef().position.set(0f, 0f); this.getBodyDef().type = BodyType.DynamicBody; // top-down gravity simulation this.getBodyDef().linearDamping = 0f; // 0 no dumping this.getBodyDef().angularDamping = 0f; this.getBodyDef().awake = false; // ball shape PolygonShape cursorSphape = new PolygonShape(); cursorSphape.setAsBox(0.5f, 0.5f); // fixture def this.getFixDef().shape = cursorSphape; this.getFixDef().density = 0f; // kg weight this.getFixDef().friction = 0f; // 1 dont slide - 0 - like ice this.getFixDef().restitution = 0f; // elastivness jump up 1 - jump // forever / 0 - not jump at all this.getFixDef().isSensor = true; createBody(); this.getBody().createFixture(getFixDef()); cursorSphape.dispose(); this.player = player; } Vector2 unproject(Camera cam, Vector2 vector) { Vector3 tmp = new Vector3(); tmp.set(vector.x, vector.y, 0f); cam.unproject(tmp); vector.set(tmp.x, tmp.y); return vector; } Vector2 getMousePosition() { return new Vector2(Gdx.input.getX(), Gdx.input.getY()); } public void draw(Camera camera, Player player) { super.draw(this.getBatch(), camera); this.mousePosition = this.getMousePosition(); this.mousePosition = unproject(camera, this.mousePosition); // Adjust to let to corner this.mousePosition.x += 0.5; this.mousePosition.y -= 0.5; this.getBody().setTransform(this.mousePosition, 0 * MathUtils.degreesToRadians); } }