package com.mygdx.game.box2d;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.Transform;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.FrictionJointDef;
public class ApplyForce extends Box2DTest {
Body m_body;
@Override
protected void createWorld (World world) {
world.setGravity(new Vector2(0, 0));
float k_restitution = 0.4f;// ori 0.4f 设成4.4好玩了
Body ground;
{
BodyDef bd = new BodyDef();
bd.position.set(0, 20);
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
FixtureDef sd = new FixtureDef();
sd.shape = shape;
sd.density = 0;
sd.restitution = k_restitution;
//shape.set(new Vector2(-20, -20), new Vector2(-20, 20));
shape.set(new Vector2(-20, -20), new Vector2(-20, 10));// 移下来不然看不见顶
ground.createFixture(sd);// 要createFixture以后才会存在到世界中
//shape.set(new Vector2(20, -20), new Vector2(20, 20));
shape.set(new Vector2(20, -20), new Vector2(20, 10));
ground.createFixture(sd);
//shape.set(new Vector2(-20, 20), new Vector2(20, 20));
shape.set
[LIBGDX学习]LibGDX代码详解(十四)Box2D apply force
最新推荐文章于 2018-03-01 18:14:36 发布