[LIBGDX学习]LibGDX代码详解(十四)Box2D apply force

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
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