use of ilargia.egdx.util.BodyBuilder in project Entitas-Java by Rubentxu.
the class GameSceneState method loadResources.
@Override
public void loadResources() {
this.skinManager = engine.getManager(SMGUIManager.class);
this.assetsManager = engine.getManager(BaseAssetsManager.class);
guiFactory = new GuiFactory(assetsManager, skin);
bodyBuilder = new BodyBuilder();
this.stage = new Stage();
stage.clear();
stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
Gdx.input.setInputProcessor(stage);
Gdx.app.log("Menu", "LoadResources");
assetsManager.loadTextureAtlas(SPRITE_ATLAS);
assetsManager.finishLoading();
}
use of ilargia.egdx.util.BodyBuilder in project Entitas-Java by Rubentxu.
the class Box method create.
@Override
public GameEntity create(Engine engine, Entitas entitas) {
BodyBuilder bodyBuilder = engine.getManager(PhysicsManagerGDX.class).getBodyBuilder();
float width = MathUtils.random(0.4f, 1);
float height = MathUtils.random(0.4f, 1f);
GameEntity entity = entitas.game.createEntity().setInteractive(true).addRigidBody(bodyBuilder.fixture(bodyBuilder.fixtureDefBuilder.boxShape(width, height).friction(0.5f).density(1f)).type(BodyDef.BodyType.DynamicBody).build()).addTextureView(new TextureRegion(assetsManager.getTexture(box2)), new Bounds(width, height), false, false, 1, 0, Color.WHITE);
entitas.actuator.createEntity().addRadialGravityActuator(9, 5, 2).addLink(entity.getCreationIndex(), "RadialGravityActuator", true);
return entity;
}
use of ilargia.egdx.util.BodyBuilder in project Entitas-Java by Rubentxu.
the class Mariano method create.
@Override
public GameEntity create(Engine engine, Entitas entitas) {
PhysicsManagerGDX physics = engine.getManager(PhysicsManagerGDX.class);
BodyBuilder bodyBuilder = physics.getBodyBuilder();
TextureAtlas textureAtlas = assetsManager.getTextureAtlas(atlas);
ParticleEffect dustEffect = assetsManager.get(effect, ParticleEffect.class);
Array<TextureAtlas.AtlasRegion> heroWalking = textureAtlas.findRegions("Andando");
Array<TextureAtlas.AtlasRegion> heroJump = textureAtlas.findRegions("Saltando");
Array<TextureAtlas.AtlasRegion> heroFall = textureAtlas.findRegions("Cayendo");
Array<TextureAtlas.AtlasRegion> heroIdle = textureAtlas.findRegions("Parado");
Map<String, Animation<TextureRegion>> animationStates = EntitasCollections.createMap(String.class, Animation.class);
animationStates.put("walking", new Animation(0.02f, heroWalking, Animation.PlayMode.LOOP));
animationStates.put("jump", new Animation(0.02f * 7, heroJump, Animation.PlayMode.NORMAL));
animationStates.put("fall", new Animation(0.02f * 5, heroFall, Animation.PlayMode.NORMAL));
animationStates.put("idle", new Animation(0.02f * 4, heroIdle, Animation.PlayMode.LOOP));
Body bodyPlayer = bodyBuilder.fixture(bodyBuilder.fixtureDefBuilder().boxShape(0.35f, 1).density(1)).type(BodyDef.BodyType.DynamicBody).fixedRotation().position(0, 5).mass(1).build();
GameEntity entity = entitas.game.createEntity();
entity.addRigidBody(bodyPlayer).addAnimations(animationStates, animationStates.get("idle"), 0).addTags("Mariano").setInteractive(true).addTextureView(null, new Bounds(0.9f, 1.15f), false, false, 1, 1, Color.WHITE).addInputController((inputManager, context) -> {
boolean isGround = false;
SensorEntity sensor = Indexed.getSensorsEntity(entity, "CollisionGround");
if (sensor.getCollisionSensor().collisionSignal)
isGround = true;
Vector2 impulse = new Vector2();
if (inputManager.isKeyDown(Input.Keys.D)) {
impulse.x = 2;
if (isGround)
entity.getAnimations().currentAnimation = entity.getAnimations().animationStates.get("walking");
entity.getTextureView().flipX = false;
} else if (inputManager.isKeyDown(Input.Keys.A)) {
impulse.x = -2;
if (isGround)
entity.getAnimations().currentAnimation = entity.getAnimations().animationStates.get("walking");
entity.getTextureView().flipX = true;
}
if (inputManager.isKeyDown(Input.Keys.W)) {
if (isGround)
impulse.y = 4;
entity.getAnimations().currentAnimation = entity.getAnimations().animationStates.get("jump");
}
Vector2 vel = bodyPlayer.getLinearVelocity();
if (!inputManager.isKeyDown(Input.Keys.A) && !inputManager.isKeyDown(Input.Keys.D) && isGround) {
bodyPlayer.setLinearVelocity(new Vector2(0, vel.y));
entity.getAnimations().currentAnimation = entity.getAnimations().animationStates.get("idle");
}
if (Math.abs(vel.x) > 7) {
vel.x = Math.signum(vel.x) * 7;
bodyPlayer.setLinearVelocity(new Vector2(vel.x, vel.y));
}
if (!isGround && vel.y < 0) {
entity.getAnimations().currentAnimation = entity.getAnimations().animationStates.get("fall");
}
bodyPlayer.applyLinearImpulse(impulse, bodyPlayer.getWorldCenter(), false);
});
entitas.sensor.createEntity().addCollisionSensor("Ground").addLink(entity.getCreationIndex(), "CollisionGround");
entitas.actuator.createEntity().addCameraActuator(((EngineGDX) engine).getCamera(), (short) 0.3f, 0.08f, 6, 1, "Mariano").addLink(entity.getCreationIndex(), "CameraActuator", true);
entitas.actuator.createEntity().addParticleEffectActuator(dustEffect, true, -1, -1).addLink(entity.getCreationIndex(), "EffectActuator", true);
return entity;
}
use of ilargia.egdx.util.BodyBuilder in project Entitas-Java by Rubentxu.
the class GameSceneState method loadResources.
@Override
public void loadResources() {
this.skinManager = engine.getManager(SMGUIManager.class);
this.assetsManager = engine.getManager(BaseAssetsManager.class);
guiFactory = new GuiFactory(assetsManager, skin);
bodyBuilder = new BodyBuilder();
this.stage = new Stage();
stage.clear();
stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
Gdx.input.setInputProcessor(stage);
Gdx.app.log("Menu", "LoadResources");
assetsManager.loadTextureAtlas(SPRITE_ATLAS);
assetsManager.finishLoading();
}
use of ilargia.egdx.util.BodyBuilder in project Entitas-Java by Rubentxu.
the class Block method create.
@Override
public GameEntity create(Engine engine, Context<GameEntity> context) {
BasePhysicsManager physics = engine.getManager(BasePhysicsManager.class);
BodyBuilder bodyBuilder = physics.getBodyBuilder();
Body bodyBlock = bodyBuilder.fixture(new FixtureDefBuilder().boxShape(1, 1).friction(0.5f).restitution(0.5f)).type(BodyDef.BodyType.StaticBody).build();
GameEntity entity = context.createEntity().addRigidBody(bodyBlock).addElement("Platform", "Block");
return entity;
}
Aggregations