use of com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef in project libgdx by libgdx.
the class Bridge method createWorld.
@Override
protected void createWorld(World world) {
Body ground;
{
BodyDef bd = new BodyDef();
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40, 0), new Vector2(40.0f, 0));
ground.createFixture(shape, 0);
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
fd.friction = 0.2f;
RevoluteJointDef jd = new RevoluteJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-14.5f + 1.0f * i, 5.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 5.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
prevBody = body;
}
Vector2 anchor = new Vector2(-15.0f + 1.0f * e_count, 5.0f);
jd.initialize(prevBody, ground, anchor);
world.createJoint(jd);
shape.dispose();
}
for (int i = 0; i < 2; i++) {
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-0.5f, 0);
vertices[1] = new Vector2(0.5f, 0);
vertices[2] = new Vector2(0, 1.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-8.0f + 8.0f * i, 12.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
for (int i = 0; i < 3; i++) {
CircleShape shape = new CircleShape();
shape.setRadius(0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-6.0f + 6.0f * i, 10.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
}
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