Example #1
0
  private void definePlayer() {
    BodyDef bodyDef = new BodyDef();
    bodyDef.position.set(32 / Gyaya.PPM, 32 / Gyaya.PPM);
    bodyDef.type = BodyDef.BodyType.DynamicBody;
    b2body = world.createBody(bodyDef);

    FixtureDef fixtureDef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(8f / Gyaya.PPM);
    fixtureDef.filter.categoryBits = Gyaya.PLAYER_BIT;
    fixtureDef.filter.maskBits =
        Gyaya.GROUND_BIT
            | Gyaya.BRICK_BIT
            | Gyaya.COIN_BIT
            | Gyaya.OBJECT_BIT
            | Gyaya.ENEMY_BIT
            | Gyaya.ENEMY_HEAD_BIT;

    fixtureDef.shape = shape;

    b2body.createFixture(fixtureDef);
    shape.setPosition(new Vector2(0, 4 / Gyaya.PPM));
    shape.setRadius(6f / Gyaya.PPM);
    b2body.createFixture(fixtureDef);

    EdgeShape head = new EdgeShape();
    head.set(
        new Vector2(-3 / Gyaya.PPM, 10f / Gyaya.PPM), new Vector2(3 / Gyaya.PPM, 10f / Gyaya.PPM));
    fixtureDef.shape = head;
    fixtureDef.isSensor = true;
    b2body.createFixture(fixtureDef).setUserData("head");

    EdgeShape feet = new EdgeShape();
    feet.set(
        new Vector2(-6 / Gyaya.PPM, -9f / Gyaya.PPM), new Vector2(6 / Gyaya.PPM, -9f / Gyaya.PPM));
    fixtureDef.shape = feet;
    fixtureDef.isSensor = true;
    b2body.createFixture(fixtureDef).setUserData("feet");
  }
  @Override
  public void resize(int width, int height) {
    PPuX = width / 10;
    System.out.println("width = " + width);
    System.out.println("height = " + height);
    PPuY = height / 10;
    world = new World(new Vector2(0, -9.8f), false);
    renderer = new Box2DDebugRenderer();
    camera = new OrthographicCamera(width, height);
    debugMatrix = new Matrix4(camera.combined);

    Circle.setBounds(
        Circle.getX() * PPuX,
        Circle.getY() * PPuY,
        Circle.getWidth() * PPuX,
        Circle.getHeight() * PPuY);
    Circle.setOrigin(Circle.getWidth() / 2, Circle.getHeight() / 2);
    BodyDef circleDef = new BodyDef();
    circleDef.type = BodyType.DynamicBody;
    // To allign the Circle sprite with box 2d
    circleDef.position.set(
        convertToBox(Circle.getX() + Circle.getWidth() / 2),
        convertToBox(Circle.getY() + Circle.getHeight() / 2));
    circleBody = world.createBody(circleDef);
    // box2d builds around 0,0 you can see -X and -Y, this makes sure that you only see X,Y
    debugMatrix.translate(-camera.viewportWidth / 2, -camera.viewportHeight / 2, 0);
    // scale the debug matrix by the scaling so everything looks normal
    debugMatrix.scale(BOX_TO_WORLD, BOX_TO_WORLD, 0);
    circleShape = new CircleShape();
    circleShape.setRadius(convertToBox(Circle.getWidth() / 2));

    FixtureDef circleFixture = new FixtureDef();
    circleFixture.shape = circleShape;
    circleFixture.density = 0.4f;
    circleFixture.friction = 0.2f;
    circleFixture.restitution = 1f;

    circleBody.createFixture(circleFixture);
    circleBody.setUserData(Circle);

    // create ground
    BodyDef groundDef = new BodyDef();
    groundDef.position.set(convertToBox(camera.viewportWidth / 2), 0);

    Body groundBody = world.createBody(groundDef);

    PolygonShape groundBox = new PolygonShape();

    groundBox.setAsBox(convertToBox(camera.viewportWidth / 2), 0);
    groundBody.createFixture(groundBox, 0);

    BodyDef def = new BodyDef();
    def.type = BodyType.DynamicBody;
    def.position.set(0, 0);
    Body box = world.createBody(def);

    PolygonShape poly = new PolygonShape();
    poly.setAsBox(0.1f, 0.2f);
    playerPhysicsFixture = box.createFixture(poly, 1);
    poly.dispose();

    CircleShape circle = new CircleShape();
    circle.setRadius(0.1f);
    circle.setPosition(new Vector2(0, -0.2f));
    playerSensorFixture = box.createFixture(circle, 0);
    circle.dispose();

    box.setBullet(true);

    player = box;
    player.setTransform(1.0f, 2.0f, 0);
    player.setFixedRotation(true);
  }