Java 类com.badlogic.gdx.physics.box2d.Box2DDebugRenderer 实例源码

项目:feup-lpoo-armadillo    文件:GameScreen.java   
/**
 * Creates a new Orthographic Camera for the Game.
 *
 * @return the created camera.
 */
private OrthographicCamera createCamera() {
    OrthographicCamera camera = new OrthographicCamera(VIEWPORT_WIDTH / PIXEL_TO_METER,
            VIEWPORT_HEIGHT / PIXEL_TO_METER);

    camera.position.set(model.getBallModel().getX() / PIXEL_TO_METER,
            model.getBallModel().getY() / PIXEL_TO_METER, 0);
    camera.update();

    if (DEBUG_PHYSICS) {
        debugRenderer = new Box2DDebugRenderer();
        debugCamera = camera.combined.cpy();
        debugCamera.scl(1 / PIXEL_TO_METER);
    }

    return camera;
}
项目:fabulae    文件:GameMap.java   
/**
 * Recreates all disposables.
 */
public void undispose() {
    if (!isDisposed) {
        return;
    }
    box2DDebugRenderer = new Box2DDebugRenderer(true, true, true, true, true, true);
    fogOfWarWorld = new World(new Vector2(0, 0), true);
    lightsWorld = new World(new Vector2(0, 0), true);
    createFogOfWarRayHandler();
    createLightsRayHandler();
    createViewConesRayHandler();

    isDisposed = false;

    for (int i = 0; i < gameObjects.size; ++i) {
        gameObjects.get(i).undispose();
    }

    for (Entry<TrapLocation, FilledPolygonRenderer> entry : traps.entries()) {
        traps.put(entry.key, entry.key.createRenderer());
    }
}
项目:libgdxGP    文件:LevelScreen.java   
@Override
public void show() {
    this.box2DDebugRenderer = new Box2DDebugRenderer(true, true, false, true, false, true);
    this.camera = new OrthographicCamera(level.getWidth(), level.getWidth() * camera.viewportHeight / camera.viewportWidth);
    this.particlesStage.getViewport().setCamera(camera);
    this.bordersStage.getViewport().setCamera(camera);
    this.othersStage.getViewport().setCamera(camera);
    this.startColor = this.particlesStage.getBatch().getColor();
    this.xMin = level.getXMin();
    this.xMax = level.getXMax();
    this.yMin = level.getYMin();
    this.yMax = level.getYMax();
    Graphics.setCurrentCamera(camera);
    this.box2DDebugRenderer.SHAPE_AWAKE.set(0, 0, 0, 0.5f);

    GDXGameGP.currentGame.inputMultiplexer.addProcessor(this);
    GDXGameGP.currentGame.inputMultiplexer.addProcessor(new GestureDetector(this));
}
项目:Entitas-Java    文件:DebugRendererSystem.java   
public DebugRendererSystem(Entitas entitas, World world, Batch batch) {
    this.physics = world;
    this.entitas = entitas;
    this.batch = batch;

    this.shapeRenderer = new ShapeRenderer();
    this.debugRenderer = new Box2DDebugRenderer(DRAW_BOX2D_BODIES, DRAW_BOX2D_JOINTS, DRAW_BOX2D_ABBs,
            DRAW_BOX2D_INACTIVE_BODIES, DRAW_BOX2D_VELOCITIES, DRAW_BOX2D_CONTACTS);
    debugRenderer.setDrawAABBs(DRAW_BOX2D_ABBs);
    debugRenderer.setDrawBodies(DRAW_BOX2D_BODIES);
    debugRenderer.setDrawContacts(DRAW_BOX2D_CONTACTS);
    debugRenderer.setDrawInactiveBodies(DRAW_BOX2D_INACTIVE_BODIES);
    debugRenderer.setDrawJoints(DRAW_BOX2D_JOINTS);
    debugRenderer.setDrawVelocities(DRAW_BOX2D_VELOCITIES);

}
项目:Entitas-Java    文件:RendererSystem.java   
public RendererSystem(Entitas entitas, Camera cam, Batch batch, World world) {
    this.physics = world;
    this.cam = cam;
    this.batch = batch;
    this.entitas = entitas;
    _groupTextureView = entitas.game.getGroup(GameMatcher.TextureView());
    this.debugShapeRenderer = new ShapeRenderer();
    this.debugRenderer = new Box2DDebugRenderer(DRAW_BOX2D_BODIES, DRAW_BOX2D_JOINTS, DRAW_BOX2D_ABBs,
            DRAW_BOX2D_INACTIVE_BODIES, DRAW_BOX2D_VELOCITIES, DRAW_BOX2D_CONTACTS);
    debugRenderer.setDrawAABBs(DRAW_BOX2D_ABBs);
    debugRenderer.setDrawBodies(DRAW_BOX2D_BODIES);
    debugRenderer.setDrawContacts(DRAW_BOX2D_CONTACTS);
    debugRenderer.setDrawInactiveBodies(DRAW_BOX2D_INACTIVE_BODIES);
    debugRenderer.setDrawJoints(DRAW_BOX2D_JOINTS);
    debugRenderer.setDrawVelocities(DRAW_BOX2D_VELOCITIES);
    this.inputs = entitas.input.getGroup(InputMatcher.Input());
}
项目:SupaBax    文件:GameScreen.java   
/**
 * 
 */
public GameScreen(SupaBox game) {
    this.game = game;

    //float aspectRatio = (float) Gdx.graphics.getHeight() / (float) Gdx.graphics.getWidth();

    camera = new OrthographicCamera();
    viewport = new FitViewport(24, 16, camera);
    viewport.apply();

    camera.position.set(viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2, 0);

    debugRenderer = new Box2DDebugRenderer();
    world = new World(new Vector2(0, -9.8f), true);

    mapLoader = new TmxMapLoader();
    map = mapLoader.load("crate.tmx");
    mapRenderer = new OrthogonalTiledMapRenderer(map, 1f / SupaBox.PPM);

    bodyBuilder = new BodyBuilder();
    bodyBuilder.createBodies(entities, world, map);
}
项目:libgdxcn    文件:KinematicBodyTest.java   
public void create () {
    cam = new OrthographicCamera(48, 32);
    cam.position.set(0, 15, 0);
    renderer = new Box2DDebugRenderer();

    world = new World(new Vector2(0, -10), true);
    Body body = world.createBody(new BodyDef());
    CircleShape shape = new CircleShape();
    shape.setRadius(1f);
    MassData mass = new MassData();
    mass.mass = 1f;
    body.setMassData(mass);
    body.setFixedRotation(true);
    body.setType(BodyType.KinematicBody);
    body.createFixture(shape, 1);
    body.setBullet(true);
    body.setTransform(new Vector2(0, 0), body.getAngle());
    body.setLinearVelocity(new Vector2(50f, 0));
}
项目:catchr    文件:CatchrScreen.java   
public CatchrScreen(Catchr game, boolean debug)
{
    super(game);
    this.debug = debug;

    this.batch = new SpriteBatch();

    this.cam = new OrthographicCamera();
    this.cam.viewportHeight = Catchr.WINDOW_HEIGHT;
    this.cam.viewportWidth = Catchr.WINDOW_WIDTH;
    this.cam.position.set(this.cam.viewportWidth / 2, this.cam.viewportHeight / 2, 0f);

    this.board = new Board(game, this.cam, this.debug);

    this.debugRenderer = new Box2DDebugRenderer();

}
项目:jastroblast    文件:JastroScreen.java   
public JastroScreen()
{
    this.debug = JastroBlast.DEBUG;
    this.batch = new SpriteBatch();

    this.camera = new OrthographicCamera();
    this.camera.viewportHeight = JastroBlast.WINDOW_HEIGHT;
    this.camera.viewportWidth = JastroBlast.WINDOW_WIDTH;
    this.camera.position.set(this.camera.viewportWidth / 2, this.camera.viewportHeight / 2 , 0);


    this.space = new Space(this.camera, this.debug);
    this.boxDebugRenderer = new Box2DDebugRenderer();
    this.shipController = new ShipController(this.space.getShip());
    this.hud = new Hud(this.space);
}
项目:GDX-Engine    文件:PhysicsManager.java   
/**
    * Create a physics scene
    * 
    * @param gameService
    */
   public PhysicsManager(IGameService gameService) {
super(gameService);
debugRender = new Box2DDebugRenderer();
debugMatrix = new Matrix4(services.getCamera().combined);
debugMatrix.scale(BOX_TO_WORLD, BOX_TO_WORLD, 1f);
   }
项目:water2d-libgdx    文件:GameMain.java   
@Override
public void create() {
    camera = new OrthographicCamera();
    stage = new Stage(new StretchViewport(Gdx.graphics.getWidth() / 100, Gdx.graphics.getHeight() / 100, camera));

    // Create box2d world
    world = new World(new Vector2(0, -10), true);
    world.setContactListener(new MyContactListener());
    debugRenderer = new Box2DDebugRenderer();

    water = new Water();
    water.createBody(world, 3f, 0, 8, 2); //world, x, y, width, height
    //water.setDebugMode(true);
}
项目:summer17-android    文件:PlayScreen.java   
public PlayScreen(NoObjectionGame game) {
    atlas = new TextureAtlas("dudestuff3.pack");

    this.game = game;
    bg = new Texture("main_background.png");
    gameCam = new OrthographicCamera();
    gamePort = new FitViewport(NoObjectionGame.V_WIDTH / NoObjectionGame.PPM, NoObjectionGame.V_HEIGHT / NoObjectionGame.PPM, gameCam);
    hud = new Hud(game.batch);

    maploader = new TmxMapLoader();
    map = maploader.load("map1.tmx");
    renderer = new OrthoCachedTiledMapRenderer(map, 1 / NoObjectionGame.PPM);
    gameCam.position.set(gamePort.getWorldWidth() / 2, gamePort.getWorldHeight() / 2, 0);

    world = new World(new Vector2(0, -10), true);
    b2dr = new Box2DDebugRenderer();

    new B2WorldCreator(world, map);
    hero = new Hero(world, this);
    controller = new Controller();
    worldContactListener = new WorldContactListener();
    world.setContactListener(worldContactListener);

    //timer
    sb = new SpriteBatch();
    viewport = new FitViewport(NoObjectionGame.V_WIDTH, NoObjectionGame.V_HEIGHT, new OrthographicCamera());
    stage = new Stage(viewport, sb);
    table = new Table();
    table.top();
    table.setFillParent(true);
    countDownLabel = new Label(Float.toString(playTime), new Label.LabelStyle(new BitmapFont(), Color.WHITE));
    table.add(countDownLabel).expandX();
    stage.addActor(table);


}
项目:libGdx-xiyou    文件:Play.java   
private void init() {

        //初始化世界 初始化重力
        mWorld = new World(new Vector2(0, -9.8f), true);

        //初始化刚体世界相机
        mBox2DCamera = new OrthographicCamera();
        mBox2DCamera.setToOrtho(false, MyGdxGame.VIEW_WIDTH / Constant.RATE, MyGdxGame.VIEW_HEIGHT / Constant.RATE);

        //初始化Box2D渲染器
        mBox2DRender = new Box2DDebugRenderer();

        //初始化蟠桃与蓝瓶
        mTaos = new Array<Tao>();
        mBlues = new Array<Blue>();

        //创建地图
        createMap();

        //创建天兵
        createEnemy();

        //创建Boss
        createBoss(level);

        //创建主角
        createActor();

        //初始化所有控件
        initWidget();

        //初始化孙悟空所有按钮的监听事件
        initListener();

        //注册碰撞监听事件
        mContactListener = new Box2DContactListener();
        mWorld.setContactListener(mContactListener);
    }
项目:fluffybalance    文件:Balanceball.java   
private void initDebugRenderer() {
    if (!DEBUG_RENDERER) {
        return;
    }

    mDebugRenderer = new Box2DDebugRenderer();
    mDebugFont = new BitmapFont();

    mDebugTextLayout = new GlyphLayout(mDebugFont, "test");
}
项目:Undertailor    文件:CollisionHandler.java   
public CollisionHandler(OverworldCamera ovwCam, boolean renderCollision) {
    this.overworldCam = ovwCam;
    this.rendererCam = new OrthographicCamera(640, 480);
    this.rendererCam.zoom = 1 / OverworldController.METERS_TO_PIXELS;
    this.destroyed = false;
    this.reset();

    this.renderer = new Box2DDebugRenderer(true, true, false, true, false, true);
}
项目:joe    文件:Driver.java   
public Driver(Game game) {
    debugMatrix = new Matrix4();
    debugRenderer = new Box2DDebugRenderer();

    spriteBatch = new SpriteBatch();

    Gdx.app.setLogLevel(Globals.LOG_LEVEL);
}
项目:advio    文件:GameScreen.java   
public GameScreen(Level LEVEL_BEGINNER, boolean preview) {
    this.preview = preview;
    Gdx.input.setInputProcessor(Advio.instance.console);
    this.camera = new OrthographicCamera(1280, 720);
    batch = new SpriteBatch();
    cameraBatch = new SpriteBatch();
    shapes = new ShapeRenderer();
    shapes.setColor(0, 0, 0, 1);
    this.level = LEVEL_BEGINNER;
    debug = new Box2DDebugRenderer(true, true, true, true, true, true);
}
项目:fabulae    文件:GameMap.java   
private void init() {
    tempVector = new Vector3();
    tempSet = new ObjectSet<GameObject>();
    s_sunlightMultiplier = 1f;
    drawables = new Array<Drawable>();
    blockers = new Array<TileBlocker>();
    textDrawers = new Array<TextDrawer>();
    myAssets = new AssetMap();
    gameObjects = new Array<GameObject>(true, 16, GameObject.class);
    gameObjectsByType = new ObjectMap<String, Array<GameObject>>();
    gameObjectsByClass = new ObjectMap<Class<?>, Array<GameObject>>();
    locations =  new Array<GameLocation>();
    tempLocations =  new ObjectSet<GameLocation>();
    traps = new ObjectMap<TrapLocation, FilledPolygonRenderer>();
    groundLayers = new Array<TiledMapTileLayer>();
    overheadLayers = new Array<TiledMapTileLayer>();
    alwaysAboveLayers = new Array<TiledMapTileLayer>();
    transitionTiles = new ObjectMap<Vector2, Transition>();
    shapeDrawers = new Array<ShapeDrawer>();
    weatherProfileModifiers = new Array<WeatherProfile>();
    transitionLocks = new Array<TransitionLock>();
    transitionTraps = new Array<TransitionTrap>();
    mapTileObjects = new Array<TiledMapObject>(); 
    renderGrid = false;
    isDisposed = false;
    tweenManager = new TweenManager();
    unpausableTweenManager = new TweenManager();

    RayHandler.useDiffuseLight(true);

    fogOfWarWorld = new World(new Vector2(0, 0), true);
    lightsWorld =  new World(new Vector2(0, 0), true);
    box2DDebugRenderer = new Box2DDebugRenderer(true, true, true, true, true, true);
    createFogOfWarRayHandler();
    createLightsRayHandler();
    createViewConesRayHandler();
    mapLoaded = false;
    super.setMap(null);
}
项目:libgdxGP    文件:LevelScreen.java   
public LevelScreen(Level level, float w, float h) {
    this.level = level;
    this.box2DDebugRenderer = new Box2DDebugRenderer(true, true, false, true, true, true);
    this.camera = new OrthographicCamera(1f, 1f * h / w);
    this.particlesStage = new Stage();
    this.particlesStage.getViewport().setCamera(camera);
    this.bordersStage = new Stage();
    this.bordersStage.getViewport().setCamera(camera);
    this.othersStage = new Stage();
    this.othersStage.getViewport().setCamera(camera);
    this.startColor = this.particlesStage.getBatch().getColor();
}
项目:puffin    文件:GameStage.java   
public GameStage(Game game) {
    this.game = game;
    setUpWorld();
    setupCamera();
    setupTouchControlAreas();
    renderer = new Box2DDebugRenderer();
    sb = new SpriteBatch();
    background = new Sprite(new Texture("background1.png"));
    wasted = new Sprite(new Texture("wasted.gif"));
    wastedGray = new Sprite(new Texture("stage.png"));
}
项目:BlockBunny    文件:Menu.java   
public Menu(GameStateManager gsm) {

        super(gsm);

        Texture tex = Game.res.getTexture("menu");
        bg = new Background(new TextureRegion(tex), cam, 1f);
        bg.setVector(-20, 0);

        tex = Game.res.getTexture("bunny");
        TextureRegion[] reg = new TextureRegion[4];
        for (int i = 0; i < reg.length; i++) {
            reg[i] = new TextureRegion(tex, i * 32, 0, 32, 32);
        }
        animation = new Animation(reg, 1 / 12f);

        tex = Game.res.getTexture("hud");
        playButton = new GameButton(new TextureRegion(tex, 0, 34, 58, 27), 160, 100, cam);

        cam.setToOrtho(false, Game.V_WIDTH, Game.V_HEIGHT);

        world = new World(new Vector2(0, -9.8f * 5), true);
        //world = new World(new Vector2(0, 0), true);
        b2dRenderer = new Box2DDebugRenderer();

        createTitleBodies();

    }
项目:tabox2d    文件:Tabox2D.java   
private Tabox2D(Vector2 gravity) {
    width = Gdx.graphics.getWidth();
    height = Gdx.graphics.getHeight();
    meterSize = 100;// 1 metter = 100px, default.
    polyInfo = new HashMap<String, Float>();
    rawForces = false;

    // Sides by polygon:
    polyInfo.put("triangle", 3f);
    polyInfo.put("square", 4f);
    polyInfo.put("pentagon", 5f);
    polyInfo.put("hexagon", 6f);
    polyInfo.put("heptagon", 7f);
    polyInfo.put("octagon", 8f);

    // Angle of the sides:
    polyInfo.put("triangle_angle", 120f);
    polyInfo.put("square_angle", 90f);
    polyInfo.put("pentagon_angle", 72f);
    polyInfo.put("hexagon_angle", 60f);
    polyInfo.put("heptagon_angle", 51.428f);
    polyInfo.put("octagon_angle", 45f);

    filterMin = "linear";
    filterMag = "linear";

    renderer = new Box2DDebugRenderer();
    sr = new ShapeRenderer();
    spriteBath = new SpriteBatch();
    adjustCamera();
    tabodies = new ArrayList<Tabody>();
    world = new World(new Vector2(gravity.x, gravity.y), true);

    sr = new ShapeRenderer();
}
项目:jumpdontdie    文件:Box2DScreen.java   
@Override
public void show() {
    // Create the world. We give it some gravity that is similar to the one used in the earth.
    // Box2D, like any other physics system in this world, treats Y coordinates upwards. Thus,
    // by using y = -10, we make gravity go down. If you look at your physics book, it is
    // the same.
    world = new World(new Vector2(0, -10), true);

    // Create a renderer and a camera to make it possible for us to see what is in the world.
    renderer = new Box2DDebugRenderer();
    camera = new OrthographicCamera(16, 9);
    camera.translate(0, 1);

    // Create the bodies for entities in this world.
    minijoeBody = world.createBody(BodyDefFactory.createPlayer());
    floorBody = world.createBody(BodyDefFactory.createFloor());
    spikeBody = world.createBody(BodyDefFactory.createSpikes(6f));

    // Create the fixture for the entities in this world.
    minijoeFixture = FixtureFactory.createPlayerFixture(minijoeBody);
    floorFixture = FixtureFactory.createFloorFixture(floorBody);
    spikeFixture = FixtureFactory.createSpikeFixture(spikeBody);

    // Set the user data to some categories that will let us handle collisions in a more
    // generic way. Player can collide with floor and with spike.
    minijoeFixture.setUserData("player");
    floorFixture.setUserData("floor");
    spikeFixture.setUserData("spike");

    // Set the contact listener for this world. The contact listener will handle contacts.
    world.setContactListener(new Box2DScreenContactListener());
}
项目:KillTheNerd    文件:PlayRenderer.java   
/**
 * @param level
 * @param worldController
 */
public PlayRenderer(final AbstractLevel level, final WorldController worldController) {
    this.b2World = worldController.getB2World();
    this.worldController = worldController;
    this.level = level;
    this.level.init();

    // Gdx.graphics.getWidth() gets the width defined in DesktopLauncher.java
    // final float width = Gdx.graphics.getWidth();
    // final float height = Gdx.graphics.getHeight();
    // this.camera = new OrthographicCamera(width, height * (height / width));
    // this.camera = new OrthographicCamera(width, height * (height / width));
    this.debugRenderer = new Box2DDebugRenderer();
    this.victory = Assets.getInstance().findRegion("victory_basic");
    this.victory.flip(false, true);

    this.score = new Scoreboard();
    this.hudElements.add(new WeaponDisplay(this.level.getPlayer1()));
    // camera
    this.camera = new OrthographicCamera(Constants.VIEWPORT_WIDTH_IN_METER, Constants.VIEWPORT_HEIGHT_IN_METER);
    this.camera.position.set(0, 0, 0);
    this.camera.update();

    // GUI camera
    this.cameraGUI = new OrthographicCamera();
    this.cameraGUI.setToOrtho(true, Constants.SCREEN_WIDTH_IN_PIXEL, Constants.SCREEN_HEIGHT_IN_PIXEL); // flip y
    this.cameraGUI.update();

    // b2d camera - collision debugger - Box2D - view is for example 10x17.78 meters
    this.cameraB2D = new OrthographicCamera(Constants.VIEWPORT_WIDTH_IN_METER, Constants.VIEWPORT_HEIGHT_IN_METER);
    // this.b2dCamera.position.set(0, 0, 0);
    // this.b2dCamera.update();

    this.batch = new SpriteBatch();

    this.backgroundSprite = new Sprite(AssetStore.background);
    this.backgroundSprite.setSize(1, 1);
}
项目:Pong-Tutorial    文件:gameScreen.java   
public gameScreen(final Pong g, boolean multiplayer){
    float screenWidth = 800;
    float screenHeight = 400;
    float gameWidth = 203;
    float gameHeight = screenHeight / (screenWidth / gameWidth);

    camera = new OrthographicCamera(gameWidth/10, gameHeight/10);
    camera2 = new OrthographicCamera(gameWidth*1.5f, gameHeight*1.5f);
    world = new World(new Vector2(0, 0), true);
    debugRenderer = new Box2DDebugRenderer();
    batch = new SpriteBatch();
    shapeRenderer = new ShapeRenderer();
    layout = new GlyphLayout();
    preferences = Gdx.app.getPreferences("pong");
    this.multiplayer = multiplayer;
    angle = 0;
    force = 800;
    scoreP1 = 0;
    scoreP2 = 0;
    scored = 0;
    end = false;
    paused = false;

    initObjects();
    initAssets();

    Gdx.input.setInputProcessor(new InputHandler(g, this, gameWidth/10, gameHeight/10));
    createCollisionListener();
}
项目:Pong-Tutorial    文件:onlineScreen.java   
public onlineScreen(Pong game, int init_side){

        this.game = game;

        float screenWidth = 800;
        float screenHeight = 400;
        float gameWidth = 203;
        float gameHeight = screenHeight / (screenWidth / gameWidth);

        camera = new OrthographicCamera(gameWidth/10, gameHeight/10);
        camera2 = new OrthographicCamera(gameWidth*1.5f, gameHeight*1.5f);
        world = new World(new Vector2(0, 0), true);
        debugRenderer = new Box2DDebugRenderer();
        batch = new SpriteBatch();
        shapeRenderer = new ShapeRenderer();
        layout = new GlyphLayout();

        angle = 0;
        force = 800;
        scoreP1 = 0;
        scoreP2 = 0;
        scored = 0;
        end = false;
        side = init_side;

        initObjects();
        initAssets();

        if(side == 0 && !started){
            ball.getBody().applyForce(800f,100f,0,0,true);
            started = true;
        }else if(side == 1 && !started){
            ball.getBody().applyForce(-800f,100f,0,0,true);
            started = true;
        }

        Gdx.input.setInputProcessor(new InputOnlineHandler(game, this, side, gameWidth / 10, gameHeight / 10));
        createCollisionListener();
    }
项目:Pong-Tutorial    文件:gameWallScreen.java   
public gameWallScreen(final Pong g, boolean multiplayer){
float screenWidth = 800;
float screenHeight = 400;
float gameWidth = 203;
float gameHeight = screenHeight / (screenWidth / gameWidth);

camera = new OrthographicCamera(gameWidth/10, gameHeight/10);
camera2 = new OrthographicCamera(gameWidth*1.5f, gameHeight*1.5f);
      camera3 = new OrthographicCamera(gameWidth*3f, gameHeight*3f);

      world = new World(new Vector2(0, 0), true);
debugRenderer = new Box2DDebugRenderer();
batch = new SpriteBatch();
      batch2 = new SpriteBatch();
shapeRenderer = new ShapeRenderer();
layout = new GlyphLayout();

angle = 0;
force = 800;
score = 0;
scored = 0;
end = false;
paused = false;

preferences = Gdx.app.getPreferences("pong");
highscore = preferences.getInteger("highscore", 0);

initObjects();
initAssets();

Gdx.input.setInputProcessor(new InputHandlerWall(g, this, gameWidth/10, gameHeight/10));
createCollisionListener();
  }
项目:GDXJam    文件:PhysicsSystem.java   
@Override
public void addedToEngine(Engine engine) {
    super.addedToEngine(engine);
    this.camera = engine.getSystem(CameraSystem.class).getCamera();
    renderer = new Box2DDebugRenderer();

}
项目:libgdx_mario    文件:PlayScreen.java   
public PlayScreen(MarioBros game) {
    this.game = game;
    gameCam = new OrthographicCamera();
    gamePort = new FitViewport(MarioBros.V_WIDTH / MarioBros.PPM, MarioBros.V_HEIGHT / MarioBros.PPM, gameCam);
    hud = new Hud(game.batch);
    mapLoader = new TmxMapLoader();
    map = mapLoader.load("level1.tmx");
    atlas = new TextureAtlas("Mario_and_Enemies.pack");
    renderer = new OrthogonalTiledMapRenderer(map, 1 / MarioBros.PPM);

    //set gamecam to the center at the start of the game
    gameCam.position.set(gamePort.getWorldWidth() / 2, gamePort.getWorldHeight() / 2, 0);

    world = new World(new Vector2(0, -10), true);
    b2dr = new Box2DDebugRenderer();

    creator = new B2WorldCreator(this);
    player = new Mario(this);

    world.setContactListener(new WorldContactListener());

    music = MarioBros.manager.get("audio/music/mario_music.ogg", Music.class);
    music.setLooping(true);
    music.play();

    items = new Array<Item>();
    itemsToSpawn = new LinkedBlockingQueue<ItemDef>();
}
项目:sioncore    文件:RenderingSystem.java   
public RenderingSystem() {
    super();

    this.sortedEntities = new Array<Entity>(100);
    this.batch = new SpriteBatch();
    this.camera = Env.game.getCamera();
    this.viewport = Env.game.getViewport();
    this.uiCamera = Env.game.getUICamera();
    this.uiViewport = Env.game.getUIViewport();
    this.sorter = new DepthSorter();
    this.shapeRenderer = new ShapeRenderer();
    this.box2DRenderer = new Box2DDebugRenderer(Env.drawBodies,
                                                Env.drawJoints,
                                                Env.drawABBs,
                                                Env.drawInactiveBodies,
                                                Env.drawVelocities,
                                                Env.drawContacts);

    this.particleFrameBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
    this.particleRegion = new TextureRegion(particleFrameBuffer.getColorBufferTexture());
    this.particleRegion.flip(false, true);

    this.skeletonRenderer = new SkeletonRenderer();

    if (Env.debug) {
        debugFont = Env.game.getAssets().get("data/ui/default.fnt", BitmapFont.class);
    }
}
项目:Little-Nibolas    文件:PantallaActual.java   
public PantallaActual(LittleNibolas game){

    this.game = game;

    float screenWidth = 980;
    float screenHeight = 720;
    float gameWidth = 203;
    float gameHeight = screenHeight / (screenWidth / gameWidth);

    inc = 0;
    score = 0;
    hide = false;
    pantalla = this;
    world = new World(new Vector2(0, -9.81f), true);
    debugRenderer = new Box2DDebugRenderer();
    batch = new SpriteBatch();
    batch2 = new SpriteBatch();
    lastBin = -1;
    stop = false;

    camera = new OrthographicCamera(gameWidth/15, gameHeight/15);
    camera2 = new OrthographicCamera(gameWidth, gameHeight);

    groundPos = -2;

    initObjects();
    initAssets();

    Gdx.input.setInputProcessor(new InputHandler(this,gameWidth/10,gameHeight/10));
    createCollisionListener();
}
项目:Little-Nibolas    文件:PantallaActual.java   
public PantallaActual(){

    float screenWidth = 980;
    float screenHeight = 720;
    float gameWidth = 203;
    float gameHeight = screenHeight / (screenWidth / gameWidth);

    runTime = 0;
    hide = false;
    insideBin = false;
    pantalla = this;
    world = new World(new Vector2(0, -9.81f), true);
    debugRenderer = new Box2DDebugRenderer();
    shapeRenderer = new ShapeRenderer();
    batch = new SpriteBatch();
    lastBin = -1;
    stop = false;

    camera = new OrthographicCamera(gameWidth/10, gameHeight/10);

    groundPos = -3;

    initObjects();
    initAssets();

    Gdx.input.setInputProcessor(new InputHandler(this,gameWidth/10,gameHeight/10));
    createCollisionListener();
}
项目:libgdxcn    文件:Box2DTest.java   
@Override
public void create () {
    // setup the camera. In Box2D we operate on a
    // meter scale, pixels won't do it. So we use
    // an orthographic camera with a viewport of
    // 48 meters in width and 32 meters in height.
    // We also position the camera so that it
    // looks at (0,16) (that's where the middle of the
    // screen will be located).
    camera = new OrthographicCamera(48, 32);
    camera.position.set(0, 15, 0);

    // create the debug renderer
    renderer = new Box2DDebugRenderer();

    // create the world
    world = new World(new Vector2(0, -10), true);

    // we also need an invisible zero size ground body
    // to which we can connect the mouse joint
    BodyDef bodyDef = new BodyDef();
    groundBody = world.createBody(bodyDef);

    // call abstract method to populate the world
    createWorld(world);

    batch = new SpriteBatch();
    font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);
}
项目:libgdxcn    文件:Box2DCharacterControllerTest.java   
@Override
public void create () {
    world = new World(new Vector2(0, -40), true);
    renderer = new Box2DDebugRenderer();
    cam = new OrthographicCamera(28, 20);
    createWorld();
    Gdx.input.setInputProcessor(this);
    batch = new SpriteBatch();
    font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);
}
项目:libgdxcn    文件:Box2DTest.java   
@Override
public void create () {
    // setup the camera. In Box2D we operate on a
    // meter scale, pixels won't do it. So we use
    // an orthographic camera with a viewport of
    // 48 meters in width and 32 meters in height.
    // We also position the camera so that it
    // looks at (0,16) (that's where the middle of the
    // screen will be located).
    camera = new OrthographicCamera(48, 32);
    camera.position.set(0, 16, 0);

    // next we setup the immediate mode renderer
    renderer = new ShapeRenderer();

    // next we create the box2d debug renderer
    debugRenderer = new Box2DDebugRenderer();

    // next we create a SpriteBatch and a font
    batch = new SpriteBatch();
    font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);
    font.setColor(Color.RED);
    textureRegion = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));

    // next we create out physics world.
    createPhysicsWorld();

    // register ourselfs as an InputProcessor
    Gdx.input.setInputProcessor(this);
}
项目:libgdx    文件:MyWorld.java   
@Override
public void create() {
    // C�mara del juego
    camera = new OrthographicCamera();
    // Zona visible de la c�mara
    camera.viewportWidth = 480;
    camera.viewportHeight = 320;
    // Colca la c�mara en el centro de la pantalla
    camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0f);
    camera.update();

    spriteBatch = new SpriteBatch();
    font = new BitmapFont();

    world = new World(new Vector2(0, -WorldGenerator.GRAVITY), true);
    renderer = new Box2DDebugRenderer();

    // Define un cuerpo (la tierra)
    BodyDef groundDef = new BodyDef();
    groundDef.type = BodyType.StaticBody;
    groundDef.position.set(new Vector2(0, 10));
    Body groundBody= world.createBody(groundDef);
    PolygonShape groundShape = new PolygonShape();
    groundShape.setAsBox(camera.viewportWidth * 2, 10.0f);
    groundBody.createFixture(groundShape, 0.0f);

    // A�ade dos cuerpos circulares al mundo
    Body circle1 = WorldGenerator.createCircleBody(world, 100, 100);
    Body circle2 = WorldGenerator.createCircleBody(world, 105, 120);
    // A�ade un cuerpo con forma de caja al mundo
    Body box = WorldGenerator.createBoxBody(world, 101, 140);
}
项目:fluid-simulator-v2    文件:FluidSimulatorGeneric.java   
public FluidSimulatorGeneric(FluidSimulatorStarter fluidSimulatorStarter) {
        this.game = fluidSimulatorStarter;
        // LibGDX single batches cannot have a size more than 5460
        batch = new SpriteBatch(IS_DESKTOP ? 5460 : ANDROID_SIZE);
        font = new BitmapFont();
        camera = new OrthographicCamera(WORLD_WIDTH, WORLD_HEIGHT);
        camera.position.set(0, (WORLD_HEIGHT / 2) - 1, 0);
        immediateRenderer = new ImmediateModeRenderer20(SIZE*6, false, true, 0);
        irt = new Renderer20(SIZE*6, false, true, 1);
        irt2 = new ImmediateModeRenderer20(SIZE*11, false, true, 1);
        shapeRenderer = new ShapeRenderer(SIZE);
        renderer = new Box2DDebugRenderer(true, true, false, true, false, false);

        //3D
        camera3D = new PerspectiveCamera(67, WORLD_WIDTH, WORLD_HEIGHT);
        camera3D.position.set(0, 130f, 250f);
        camera3D.lookAt(0,150f,0);
        camera3D.near = 0.1f;
        camera3D.far = 500f;
        camera3D.update();
        ModelBuilder modelBuilder = new ModelBuilder();
//        model = modelBuilder.createSphere(5f, 5f, 5f, 4, 4, GL10.GL_TRIANGLES,
//                new Material(ColorAttribute.createDiffuse(Color.GREEN)),
//                Usage.Position | Usage.Normal);
        model = modelBuilder.createBox(5f, 5f, 5f,
            new Material(ColorAttribute.createDiffuse(Color.GREEN)),
            Usage.Position | Usage.Normal);
        instance = new ModelInstance(model);
        modelBatch = new ModelBatch();
        environment = new Environment();
        environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
        environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0, -0.8f, -0.2f));
        camController = new Camera3DController(camera3D);
        camController.setFluidSimulator(this);

        world = new World(new Vector2(0, -9.8f), false);
        world.setContactListener(this);
    }
项目:GDX-Logic-Bricks    文件:RenderingSystem.java   
public RenderingSystem() {
    super(Family.all(ViewsComponent.class).get(), 5);
    vm = ComponentMapper.getFor(ViewsComponent.class);
    setProcessing(false);
    renderQueue = new Array<View>();
    comparator = new Comparator<View>() {
        @Override
        public int compare(View viewA, View viewB) {
            return (int) Math.signum(viewA.layer - viewB.layer);
        }
    };


    if (Settings.DRAW_GRID) {
        this.debugShapeRenderer = new ShapeRenderer();
    }
    if (Settings.DEBUG && !Settings.TESTING) {
        this.debugRenderer = new Box2DDebugRenderer(Settings.DRAW_BOX2D_BODIES, Settings.DRAW_BOX2D_JOINTS, Settings.DRAW_BOX2D_ABBs,
                Settings.DRAW_BOX2D_INACTIVE_BODIES, Settings.DRAW_BOX2D_VELOCITIES, Settings.DRAW_BOX2D_CONTACTS);
        debugRenderer.setDrawAABBs(Settings.DRAW_BOX2D_ABBs);
        debugRenderer.setDrawBodies(Settings.DRAW_BOX2D_BODIES);
        debugRenderer.setDrawContacts(Settings.DRAW_BOX2D_CONTACTS);
        debugRenderer.setDrawInactiveBodies(Settings.DRAW_BOX2D_INACTIVE_BODIES);
        debugRenderer.setDrawJoints(Settings.DRAW_BOX2D_JOINTS);
        debugRenderer.setDrawVelocities(Settings.DRAW_BOX2D_VELOCITIES);

        debugFont = new BitmapFont();
        debugFont.setUseIntegerPositions(false);
        debugFont.getData().setScale(0.1f);
        uiCamera = new OrthographicCamera();

    }

}
项目:gdx-combat    文件:GameScene.java   
public GameScene(AbstractArena arena, AbstractFighter player, AbstractFighter enemy) {
    this.arena = arena;
    this.player = player;
    this.enemy = enemy;

    world = new World(new Vector2(0, -20), true);

    camera = Touch.getCamera();

    Matrix4 hudMatrix = new Matrix4();
    hudMatrix.setToOrtho2D(0, 0, 480, 320);
    hudBatch = new SpriteBatch();
    hudBatch.setProjectionMatrix(hudMatrix);

    fightTextAnim = new Animation(0.03f, AnimationUtils.loadAnim(Assets.getTextureAtlas(), "fight", 21));
    startTime = System.currentTimeMillis();

    player.setPosition(30, 150 - player.getHeight());
    enemy.setPosition(350, 150 - enemy.getHeight());

    player.setGroundLevel(arena.getGroundLevel());
    enemy.setGroundLevel(arena.getGroundLevel());

    player.setOponent(enemy);
    enemy.setOponent(player);

    enemy.initAi(new RandomBot());

    arena.initPhys(world);
    player.initPhys(world);
    enemy.initPhys(world);

    createHUD();

    debugRenderer = new Box2DDebugRenderer();
    box2dRenderMatrix = new Matrix4();

    Assets.fight.play();
}
项目:QwikGDX    文件:Box2dScreen.java   
@Override
public void show() {
    debugRenderer = new Box2DDebugRenderer();
    camera = new OrthographicCamera();
    camera.setToOrtho(false, Gdx.graphics.getWidth(),
            Gdx.graphics.getHeight());
}