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@jrenner
Created November 14, 2013 02:18
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box2d working properly
package com.example.libgdx.skeleton;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
public class SkeletonMain implements ApplicationListener {
World world ;
Box2DDebugRenderer debugRenderer;
OrthographicCamera camera;
static final float BOX_STEP=1/60f;
static final int BOX_VELOCITY_ITERATIONS=8;
static final int BOX_POSITION_ITERATIONS=3;
static final float WORLD_TO_BOX=0.01f;
static final float BOX_WORLD_TO=100f;
Rectangle ball;
Body body;
@Override
public void create() {
world = new World(new Vector2(0, -100), true);
camera = new OrthographicCamera();
camera.viewportHeight = 480;
camera.viewportWidth = 800;
camera.position.set(camera.viewportWidth * .5f, camera.viewportHeight * .5f, 0f);
camera.zoom = 1f;
camera.update();
//Ground body
BodyDef groundBodyDef =new BodyDef();
groundBodyDef.position.set(new Vector2(0, 10 * WORLD_TO_BOX));
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
float w = (camera.viewportWidth * 2) * WORLD_TO_BOX;
float h = 10.0f * WORLD_TO_BOX;
groundBox.setAsBox(w, h);
groundBody.createFixture(groundBox, 0.0f);
//Dynamic Body
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
float posX = (camera.viewportWidth / 8) * WORLD_TO_BOX;
float posY = (camera.viewportHeight / 2) * WORLD_TO_BOX;
bodyDef.position.set(posX, posY);
body = world.createBody(bodyDef);
// create a Rectangle to logically represent the ball
CircleShape dynamicCircle = new CircleShape();
float radius = 40f * WORLD_TO_BOX;
dynamicCircle.setRadius(radius);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = dynamicCircle;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.0f;
fixtureDef.restitution = 0.7f;
body.createFixture(fixtureDef);
debugRenderer = new Box2DDebugRenderer();
listener listener1=new listener();
world.setContactListener(listener1);
}
private static Matrix4 debugProjection = new Matrix4();
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
debugProjection.set(camera.combined);
debugProjection.scl(BOX_WORLD_TO);
debugRenderer.render(world, debugProjection);
world.step(BOX_STEP, BOX_VELOCITY_ITERATIONS, BOX_POSITION_ITERATIONS);
}
class listener implements ContactListener
{
@Override
public void beginContact(Contact contact) {
// TODO Auto-generated method stub
}
@Override
public void endContact(Contact contact) {
// TODO Auto-generated method stub
body.applyLinearImpulse(0, 2f, body.getWorldCenter().x, body.getWorldCenter().y, true);
//body.setLinearVelocity(0,50000000);
System.out.println("Collision detected");
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
// TODO Auto-generated method stub
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
// TODO Auto-generated method stub
}
};
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
}
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