本文整理了Java中com.badlogic.gdx.physics.box2d.Body.getMass()
方法的一些代码示例,展示了Body.getMass()
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.getMass()
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:getMass
[英]Get the total mass of the body.
[中]得到物体的总质量。
代码示例来源:origin: libgdx/libgdx
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
// translate the mouse coordinates to world coordinates
testPoint.set(x, y, 0);
camera.unproject(testPoint);
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
} else {
for (Body box : boxes)
world.destroyBody(box);
boxes.clear();
createBoxes();
}
return false;
}
代码示例来源:origin: libgdx/libgdx
@Override
public boolean touchDown (int x, int y, int pointer, int button) {
// translate the mouse coordinates to world coordinates
camera.unproject(testPoint.set(x, y, 0));
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.0001f, testPoint.y - 0.0001f, testPoint.x + 0.0001f, testPoint.y + 0.0001f);
if (hitBody == groundBody) hitBody = null;
// ignore kinematic bodies, they don't work with the mouse joint
if (hitBody != null && hitBody.getType() == BodyType.KinematicBody) return false;
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
}
return false;
}
代码示例来源:origin: libgdx/libgdx
float mass = body.getMass();
代码示例来源:origin: dsaltares/libgdx-cookbook
@Override
public boolean touchDown (int x, int y, int pointer, int button) {
// Screen coordinates to world coordinates
viewport.getCamera().unproject(point.set(x, y, 0));
if (button == Input.Buttons.LEFT) {
float force = 100f * player1.getBody().getMass();
Vector2 target = new Vector2(point.x, point.y);
Vector2 direction = target.sub(player1.getBody().getPosition());
player1.getBody().applyForceToCenter(direction.scl(force), true);
}
return false;
}
代码示例来源:origin: dsaltares/libgdx-cookbook
@Override
public boolean touchDown (int x, int y, int pointer, int button) {
// Mouse coordinates to world coordinates
viewport.getCamera().unproject(point.set(x, y, 0));
if(button == Input.Buttons.RIGHT) {
hitBody = null;
// Check if a interactive body has been right-clicked
world.QueryAABB(callback, point.x - 0.0001f, point.y - 0.0001f, point.x + 0.0001f, point.y + 0.0001f);
if (hitBody == groundBody) hitBody = null;
// if we hit an interactive body we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(point.x, point.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
}
}
return false;
}
代码示例来源:origin: lycying/c2d-engine
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
if(world == null)return false;
// translate the mouse coordinates to world coordinates
testPoint.set(Engine.screenToWorld(x, y).scl(1/Box2dObject.RADIO));
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = fixBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
return true;
}
return false;
}
代码示例来源:origin: narfman0/GDXWorld
@Override public boolean touchUp(int x, int y, int arg2, int arg3) {
Vector3 coordinates = new Vector3(x,y,0);
camera.unproject(coordinates);
if(lastTouchPolygon != null){
Vector2 impulse = new Vector2(coordinates.x, coordinates.y).
sub(lastTouchCoordinates).scl(lastTouchPolygon.getMass());
Log.log("LiveMode.touchUp", "applying impulse: " +
impulse + " on body: " + lastTouchPolygon.getPosition());
lastTouchPolygon.applyLinearImpulse(impulse,
lastTouchPolygonLocalCoordinates.add(lastTouchPolygon.getPosition()),true);
lastTouchCoordinates = null;
lastTouchPolygon = null;
lastTouchPolygonLocalCoordinates = null;
}
return false;
}
代码示例来源:origin: dsaltares/libgdx-cookbook
def.collideConnected = true;
def.target.set(point.x, point.y);
def.maxForce = 1000.0f * hitBody.getMass();
代码示例来源:origin: yichen0831/Bomberman_libGdx
state.setCurrentState("walking_left");
if (body.getLinearVelocity().x > -enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(-enemy.getSpeed() * body.getMass(), 0), body.getWorldCenter(), true);
state.setCurrentState("walking_right");
if (body.getLinearVelocity().x < enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(enemy.getSpeed() * body.getMass(), 0), body.getWorldCenter(), true);
state.setCurrentState("walking_up");
if (body.getLinearVelocity().y < enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(0, enemy.getSpeed() * body.getMass()), body.getWorldCenter(), true);
state.setCurrentState("walking_down");
if (body.getLinearVelocity().y > -enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(0, -enemy.getSpeed() * body.getMass()), body.getWorldCenter(), true);
代码示例来源:origin: yichen0831/Bomberman_libGdx
state.setCurrentState("walking_left");
if (body.getLinearVelocity().x > -enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(-enemy.getSpeed() * body.getMass(), 0), body.getWorldCenter(), true);
state.setCurrentState("walking_right");
if (body.getLinearVelocity().x < enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(enemy.getSpeed() * body.getMass(), 0), body.getWorldCenter(), true);
state.setCurrentState("walking_up");
if (body.getLinearVelocity().y < enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(0, enemy.getSpeed() * body.getMass()), body.getWorldCenter(), true);
state.setCurrentState("walking_down");
if (body.getLinearVelocity().y > -enemy.getSpeed()) {
body.applyLinearImpulse(new Vector2(0, -enemy.getSpeed() * body.getMass()), body.getWorldCenter(), true);
代码示例来源:origin: yichen0831/Bomberman_libGdx
if (player.invincible || !hitBombVertical(body, fromV.set(body.getPosition()), toV.set(body.getPosition().x, body.getPosition().y + 0.5f))) {
if (Math.abs(linearVelocity.y) < maxSpeed) {
body.applyLinearImpulse(new Vector2(0, player.acceleration * body.getMass()), body.getWorldCenter(), true);
if (player.invincible || !hitBombVertical(body, fromV.set(body.getPosition()), toV.set(body.getPosition().x, body.getPosition().y - 0.5f))) {
if (Math.abs(linearVelocity.y) < maxSpeed) {
body.applyLinearImpulse(new Vector2(0, -player.acceleration * body.getMass()), body.getWorldCenter(), true);
if (player.invincible || !hitBombHorizontal(body, fromV.set(body.getPosition()), toV.set(body.getPosition().x - 0.5f, body.getPosition().y))) {
if (Math.abs(linearVelocity.x) < maxSpeed) {
body.applyLinearImpulse(new Vector2(-player.acceleration * body.getMass(), 0), body.getWorldCenter(), true);
if (player.invincible || !hitBombHorizontal(body, fromV.set(body.getPosition()), toV.set(body.getPosition().x + 0.5f, body.getPosition().y))) {
if (Math.abs(linearVelocity.x) < maxSpeed) {
body.applyLinearImpulse(new Vector2(player.acceleration * body.getMass(), 0), body.getWorldCenter(), true);
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