本文整理了Java中com.badlogic.gdx.physics.box2d.Body.setActive()
方法的一些代码示例,展示了Body.setActive()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Body.setActive()
方法的具体详情如下:
包路径:com.badlogic.gdx.physics.box2d.Body
类名称:Body
方法名:setActive
[英]Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive. An inactive body is still owned by a b2World object and remains in the body list.
[中]
代码示例来源:origin: dozingcat/Vector-Pinball
/** Makes all targets visible by calling Body.setActive(true) on each target body */
public void makeAllTargetsVisible() {
int bsize = allBodies.size();
for (int i=0; i<bsize; i++) {
allBodies.get(i).setActive(true);
}
}
代码示例来源:origin: manuelbua/uracer-kotd
public void setActive (boolean active) {
if (active != body.isActive()) {
body.setActive(active);
}
}
代码示例来源:origin: dozingcat/Vector-Pinball
public void setRetracted(boolean retracted) {
if (retracted!=this.isRetracted()) {
wallBody.setActive(!retracted);
}
}
代码示例来源:origin: MovingBlocks/box2d-editor
@Override
public void onEvent(int type, BaseTween<?> source) {
if (idx < ballModels.length) {
ballModels[idx].setAwake(true);
ballModels[idx].setActive(true);
idx += 1;
}
}
}).repeat(-1, 0.1f).start(tweenManager);
代码示例来源:origin: BrentAureli/SuperMario
public Enemy(PlayScreen screen, float x, float y){
this.world = screen.getWorld();
this.screen = screen;
setPosition(x, y);
defineEnemy();
velocity = new Vector2(-1, -2);
b2body.setActive(false);
}
代码示例来源:origin: dozingcat/Vector-Pinball
@Override public void handleCollision(Ball ball, Body bodyHit, final Field field) {
bodyHit.setActive(false);
// if all hit, notify delegate and check for reset parameter
if (allTargetsHit()) {
field.getDelegate().allDropTargetsInGroupHit(field, this);
float restoreTime = asFloat(this.parameters.get(RESET_DELAY_PROPERTY));
if (restoreTime>0) {
field.scheduleAction((long)(restoreTime*1000), new Runnable() {
@Override
public void run() {
makeAllTargetsVisible();
}
});
}
}
}
代码示例来源:origin: MovingBlocks/box2d-editor
float angle = rand.nextFloat() * MathUtils.PI * 2;
ballModels[i].setActive(false);
ballModels[i].setLinearVelocity(vec.set(0, 0));
ballModels[i].setAngularVelocity(0);
代码示例来源:origin: BrentAureli/SuperMario
public void update(float dt){
//handle user input first
handleInput(dt);
handleSpawningItems();
//takes 1 step in the physics simulation(60 times per second)
world.step(1 / 60f, 6, 2);
player.update(dt);
for(Enemy enemy : creator.getEnemies()) {
enemy.update(dt);
if(enemy.getX() < player.getX() + 224 / MarioBros.PPM) {
enemy.b2body.setActive(true);
}
}
for(Item item : items)
item.update(dt);
hud.update(dt);
//attach our gamecam to our players.x coordinate
if(player.currentState != Mario.State.DEAD) {
gamecam.position.x = player.b2body.getPosition().x;
}
//update our gamecam with correct coordinates after changes
gamecam.update();
//tell our renderer to draw only what our camera can see in our game world.
renderer.setView(gamecam);
}
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