zoukankan      html  css  js  c++  java
  • libgdx学习记录18——Box2d物理引擎

    libgdx封装了Box2D物理引擎,通过这个引擎能够模拟物理现实,使设计出的游戏更具有真实感。

    libgdx中,Box2d程序的大概过程:

    1. 创建物理世界world,并设置重力加速度。

    2. 创建正交相机,并设置其宽高。Box2d中使用物理世界中米作为单位,而不是图像中的像素,通常设一个比值,这里为了方便,直接设置为10。

    3. 创建世界中的动态物体(一般是方块、圆环或其他形状物体)和静态物体(主要指地面、墙壁等)。

    4. 在渲染函数中添加world时间布,并利用DebugRenderer将添加的物体绘制出来即可。

    具体代码实例:

      1 package com.fxb.newtest;
      2 
      3 import com.badlogic.gdx.ApplicationAdapter;
      4 import com.badlogic.gdx.Gdx;
      5 import com.badlogic.gdx.graphics.GL10;
      6 import com.badlogic.gdx.graphics.OrthographicCamera;
      7 import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
      8 import com.badlogic.gdx.math.Vector2;
      9 import com.badlogic.gdx.physics.box2d.Body;
     10 import com.badlogic.gdx.physics.box2d.BodyDef;
     11 import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
     12 import com.badlogic.gdx.physics.box2d.CircleShape;
     13 import com.badlogic.gdx.physics.box2d.Fixture;
     14 import com.badlogic.gdx.physics.box2d.FixtureDef;
     15 import com.badlogic.gdx.physics.box2d.PolygonShape;
     16 import com.badlogic.gdx.physics.box2d.World;
     17 import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
     18 
     19 public class Lib018_Box2d extends ApplicationAdapter{
     20 
     21     World world;
     22     OrthographicCamera camera;
     23     Box2DDebugRenderer debugRenderer;
     24     ShapeRenderer rend;
     25     
     26     @Override
     27     public void create() {
     28         // TODO Auto-generated method stub
     29         super.create();
     30         
     31         world = new World( new Vector2( 0, -10f ), true );
     32         debugRenderer =new Box2DDebugRenderer();
     33         
     34         camera = new OrthographicCamera();
     35         camera.setToOrtho( false, Gdx.graphics.getWidth()/10, Gdx.graphics.getHeight()/10 );
     36             
     37         
     38         ////create the body of box
     39         BodyDef boxBodyDef = new BodyDef();
     40         boxBodyDef.type = BodyType.DynamicBody;
     41         //boxBodyDef.position.x = -24 + (float)(Math.random() * 48);
     42         //boxBodyDef.position.y = 10 + (float)(Math.random() * 100);
     43         boxBodyDef.position.set( 40, 50 );
     44         Body boxBody = world.createBody(boxBodyDef);
     45         
     46         PolygonShape boxPoly = new PolygonShape();
     47         boxPoly.setAsBox(2, 1);        
     48         boxBody.createFixture(boxPoly, 1);
     49         boxPoly.dispose();
     50             
     51         
     52         /////create the body of circle
     53         BodyDef bodyDef = new BodyDef();
     54         bodyDef.type = BodyType.DynamicBody;
     55         bodyDef.position.set( 60, 100 );
     56         Body bodyCircle = world.createBody( bodyDef );
     57         
     58         CircleShape circle = new CircleShape();
     59         circle.setRadius( 2 );    
     60         FixtureDef fixtureDef = new FixtureDef();
     61         fixtureDef.shape = circle;
     62         fixtureDef.density = 1f;
     63         fixtureDef.friction = 0.4f;
     64         //fixtureDef.restitution = 0.6f;
     65         
     66         bodyCircle.createFixture( fixtureDef );    
     67         circle.dispose();
     68         
     69             
     70         
     71         /////create the body of ground, static body, can't move
     72         BodyDef groundBodyDef = new BodyDef();
     73         groundBodyDef.type = BodyType.StaticBody;
     74         groundBodyDef.angle = (float)Math.PI*15/180;
     75         groundBodyDef.position.set( 0, 0 );
     76         Body groundBody = world.createBody( groundBodyDef );
     77         
     78         PolygonShape groundBox = new PolygonShape();
     79         groundBox.setAsBox( camera.viewportWidth+5, 0.5f );
     80         groundBody.createFixture( groundBox, 0.0f );
     81         groundBox.dispose();
     82             
     83     }
     84 
     85     @Override
     86     public void render() {
     87         // TODO Auto-generated method stub
     88         super.render();
     89         //Gdx.gl.glClearColor( 1, 1, 1, 0.2f );
     90         Gdx.gl.glClear( GL10.GL_COLOR_BUFFER_BIT );
     91         
     92         world.step( Gdx.graphics.getDeltaTime(), 6, 2 );
     93         camera.update();
     94         
     95         debugRenderer.render( world, camera.combined );
     96         
     97     }
     98 
     99     @Override
    100     public void dispose() {
    101         // TODO Auto-generated method stub
    102         debugRenderer.dispose();
    103         world.dispose();
    104         super.dispose();
    105     }
    106 
    107 }

    运行结果:

    程序中,添加了方块、圆环和地面三个物体,前两个为动态,地面为静态,让地面倾斜15度。

    方块和圆环从高空下落到斜坡时,就向下滑动,与我们平常生活常识相吻合。

  • 相关阅读:
    JS进阶篇2---函数防抖(debounce)
    vue 的"响应式"是什么意思/ Object.freeze( ) 阻止数据响应
    try{...}catch(){...}语句的使用
    总结一下ES6的promise
    《ES6标准入门》(六)之Promise对象2——then()和catch()方法
    大白话讲解Promise(一)
    解决VSCode单击文件会替换已经打开文件的问题
    通俗理解“回调函数”
    vue中的时间格式处理
    vue之项目踩坑笔记
  • 原文地址:https://www.cnblogs.com/MiniHouse/p/3776573.html
Copyright © 2011-2022 走看看