本文整理汇总了Java中com.badlogic.gdx.physics.box2d.joints.MouseJoint类的典型用法代码示例。如果您正苦于以下问题:Java MouseJoint类的具体用法?Java MouseJoint怎么用?Java MouseJoint使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
MouseJoint类属于com.badlogic.gdx.physics.box2d.joints包,在下文中一共展示了MouseJoint类的16个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: createMouseJoint
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
/**
* Create mouse joint with ground body, target body and location on target body
* @param groundBody
* @param targetBody
* @param locationWorld
* @return
*/
public MouseJoint createMouseJoint(Body groundBody, Body targetBody, Vector2 locationWorld){
MouseJointDef md = new MouseJointDef();
md.bodyA = groundBody;
md.bodyB = targetBody;
md.target.set(locationWorld.x, locationWorld.y);
md.collideConnected = true;
md.maxForce = 10000.0f * targetBody.getMass();
MouseJoint _mouseJoint = (MouseJoint)world.createJoint(md);
targetBody.setAwake(true);
return _mouseJoint;
}
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:21,代码来源:PhysicsTiledScene.java
示例2: testPoint
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
private void testPoint(Fixture fixture, PointerState<Vector2,Vector3> pointerState) {
if (!fixture.testPoint(pointerState.coordinates.x, pointerState.coordinates.y))
return;
Integer index = (Integer) fixture.getBody().getUserData();
GameEntity entity = Indexed.getInteractiveEntity(index);
if(entity.isDraggable()) {
jointDef.bodyB = fixture.getBody();
jointDef.target.set(pointerState.coordinates.x, pointerState.coordinates.y);
joints[pointerState.pointer] = (MouseJoint) physics.createJoint(jointDef);
}
}
开发者ID:Rubentxu,项目名称:Entitas-Java,代码行数:12,代码来源:InputManagerGDX.java
示例3: initialize
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public void initialize() {
if (engine.getManager(PhysicsManagerGDX.class) == null) throw new EntitasException("InputManagerGDX",
"InputManagerGDX needs load PreferencesManagerGDX on the engine");
this.camera = engine.getCamera();
this.physics = engine.getPhysics();
joints = new MouseJoint[5];
inputStateData = new InputStateData();
}
开发者ID:Rubentxu,项目名称:Entitas-Java,代码行数:11,代码来源:InputManagerGDX.java
示例4: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown (int x, int y, int pointer, int button) {
// translate the mouse coordinates to world coordinates
camera.unproject(testPoint.set(x, y, 0));
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.0001f, testPoint.y - 0.0001f, testPoint.x + 0.0001f, testPoint.y + 0.0001f);
if (hitBody == groundBody) hitBody = null;
// ignore kinematic bodies, they don't work with the mouse joint
if (hitBody != null && hitBody.getType() == BodyType.KinematicBody) return false;
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
}
return false;
}
开发者ID:basherone,项目名称:libgdxcn,代码行数:31,代码来源:Box2DTest.java
示例5: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
// translate the mouse coordinates to world coordinates
testPoint.set(x, y, 0);
camera.unproject(testPoint);
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
} else {
for (Body box : boxes)
world.destroyBody(box);
boxes.clear();
createBoxes();
}
return false;
}
开发者ID:basherone,项目名称:libgdxcn,代码行数:33,代码来源:Box2DTest.java
示例6: reportFixture
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean reportFixture(Fixture fixture) {
if (!fixture.testPoint(aux.x, aux.y))
return true;
mouseJointDef.bodyB = fixture.getBody();
mouseJointDef.target.set(aux.x, aux.y);
mouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
return false;
}
开发者ID:sfaci,项目名称:libgdx,代码行数:11,代码来源:MyWorld.java
示例7: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
/*
* Define a new QueryCallback. This callback will be used in
* world.QueryAABB method.
*/
QueryCallback queryCallback = new QueryCallback() {
@Override
public boolean reportFixture(Fixture fixture) {
boolean testResult;
/*
* If the hit point is inside the fixture of the body, create a
* new MouseJoint.
*/
if (testResult = fixture.testPoint(touchPosition.x,
touchPosition.y)) {
mouseJointDef.bodyB = fixture.getBody();
mouseJointDef.target.set(touchPosition.x, touchPosition.y);
mouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
}
return testResult;
}
};
/* Translate camera point to world point */
camera.unproject(touchPosition.set(screenX, screenY, 0));
/*
* Query the world for all fixtures that potentially overlap the touched
* point.
*/
world.QueryAABB(queryCallback, touchPosition.x, touchPosition.y,
touchPosition.x, touchPosition.y);
return true;
}
开发者ID:Leakedbits,项目名称:Codelabs,代码行数:40,代码来源:DragAndDropSample.java
示例8: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int newParam) {
// translate the mouse coordinates to world coordinates
testPoint.set(x, y, 0);
camera.unproject(testPoint);
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f,
testPoint.x + 0.1f, testPoint.y + 0.1f);
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint) world.createJoint(def);
hitBody.setAwake(true);
}
return false;
}
开发者ID:libgdx,项目名称:box2dlights,代码行数:29,代码来源:Box2dLightCustomShaderTest.java
示例9: reportFixture
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean reportFixture(Fixture fixture) {
if (!fixture.testPoint(tmp.x, tmp.y))
return true;
jointDef.bodyB = fixture.getBody();
jointDef.target.set(tmp.x, tmp.y);
joint = (MouseJoint) context.get(World.class).createJoint(jointDef);
return false;
}
开发者ID:Rubentxu,项目名称:GDX-Logic-Bricks,代码行数:11,代码来源:DraggableBodySystem.java
示例10: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
if(world == null)return false;
// translate the mouse coordinates to world coordinates
testPoint.set(Engine.screenToWorld(x, y).scl(1/Box2dObject.RADIO));
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = fixBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = 1000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
return true;
}
return false;
}
开发者ID:lycying,项目名称:c2d-engine,代码行数:30,代码来源:MouseJointInput.java
示例11: createMouseJoint
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
/**
* Sacado del ejemplo de AE demostrando MouseJoint.
*
* Esta función crea un {@link MouseJoint}.
*
* @param entidad
* the entidad
* @param pTouchAreaLocalX
* the touch area local x
* @param pTouchAreaLocalY
* the touch area local y
* @return the mouse joint
*/
private MouseJoint createMouseJoint(final IEntity entidad,
final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
final Body body = ((ObjetoFisico<?>) entidad.getUserData()).getCuerpo();
final MouseJointDef mouseJointDef = new MouseJointDef();
final float[] coordsEscena = entidad
.convertLocalCoordinatesToSceneCoordinates(pTouchAreaLocalX,
pTouchAreaLocalY);
final Vector2 localPoint = Vector2Pool.obtain(
(coordsEscena[0] - (entidad.getWidth() * entidad
.getOffsetCenterX()))
/ PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT,
(coordsEscena[1] - (entidad.getHeight() * entidad
.getOffsetCenterY()))
/ PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT);
/*
* realmente el MouseJoint solo usa un cuerpo(el bodyB) pero es
* obligatorio suministrarle otro por lo que tradicionalmente se usa el
* del suelo ( que suele estar siempre presente)
*/
mouseJointDef.bodyA = suelo;
mouseJointDef.bodyB = body;
mouseJointDef.dampingRatio = 0.00f;
mouseJointDef.frequencyHz = 10f;
mouseJointDef.maxForce = (100 * body.getMass() * 4);
mouseJointDef.collideConnected = true; //si desactivamos la colision las piezas ignorarán el suelo :-)
mouseJointDef.target.set(localPoint);
Vector2Pool.recycle(localPoint);
return (MouseJoint) mundo.createJoint(mouseJointDef);
}
开发者ID:sprayz,项目名称:Phytris,代码行数:47,代码来源:EscenaJuego.java
示例12: setupMouseJoint
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
public void setupMouseJoint(World world, BodyDef bd) {
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.position.set(0, 0);
mMouseJointBody = world.createBody(groundBodyDef);
// create a mousejoint
MouseJointDef mouseJointDef = new MouseJointDef();
mouseJointDef.bodyA = mMouseJointBody;
mouseJointDef.bodyB = mBody;
mouseJointDef.dampingRatio = 0.2f;
mouseJointDef.frequencyHz = 30;
mouseJointDef.maxForce = 20000.0f;
mouseJointDef.collideConnected = true;
mouseJointDef.target.set(bd.position);
mMouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
}
开发者ID:tschut,项目名称:drturbo,代码行数:16,代码来源:SpaceObject.java
示例13: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
if (slingshotEnabled == false)
return false;
/* Translate the mouse coordinates to world coordinates */
stage.getCamera().unproject(testPoint.set(screenX, screenY, 0));
testPoint.x *= G.WORLD_TO_BOX;
testPoint.y *= G.WORLD_TO_BOX;
hitBody = null;
body.getWorld().QueryAABB(callback,
testPoint.x - 0.0001f,
testPoint.y - 0.0001f,
testPoint.x + 0.0001f,
testPoint.y + 0.0001f);
if (hitBody == groundBody) hitBody = null;
if (hitBody == null)
return false;
/* Ignore kinematic bodies, they don't work with the mouse joint */
if (hitBody.getType() == BodyType.KinematicBody)
return false;
if (hitBody.equals(this.body)) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint.x, testPoint.y);
def.maxForce = a_max * hitBody.getMass();
startPoint.set(testPoint.x, testPoint.y);
mouseJoint = (MouseJoint)((body.getWorld()).createJoint(def));
hitBody.setAwake(true);
}
return false;
}
开发者ID:OlliV,项目名称:angr,代码行数:40,代码来源:SlingshotActor.java
示例14: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
touching = true;
camera.unproject(testPoint.set(x, y, 0));
testPoint2D.x = testPoint.x;
testPoint2D.y = testPoint.y;
oldDragPos.set(testPoint2D);
if (button == Buttons.LEFT) {
// Drag Mode
if (isDragging) {
for (Piece piece : pieces.values()) {
hitBody = null;
if (piece.body.getFixtureList().get(0).testPoint(testPoint2D)) {
hitBody = piece.body;
if (hitBody.getType() == BodyType.KinematicBody || hitBody.getType() == BodyType.StaticBody)
continue;
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint2D);
def.maxForce = 10.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
break;
}
}
if (mouseJoint != null)
return false;
}
if (!IS_DESKTOP) {
isRepulsing = true;
isAttracting = false;
} else {
isAttracting = false;
isRepulsing = false;
}
}
if (button == Buttons.RIGHT) {
isAttracting = true;
}
if (button == Buttons.MIDDLE) {
isRepulsing = true;
}
return false;
}
开发者ID:omgware,项目名称:fluid-simulator-v2,代码行数:50,代码来源:FluidSimulatorLiquid.java
示例15: touchDown
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
@Override
public boolean touchDown(int x, int y, int pointer, int button) {
touching = true;
camera.unproject(testPoint.set(x, y, 0));
testPoint2D.x = testPoint.x;
testPoint2D.y = testPoint.y;
oldDragPos.set(testPoint2D);
if (button == Buttons.LEFT) {
// MPM
mpmSolver.pressed = true;
mpmSolver.mx = (int)testPoint2D.x;
mpmSolver.my = BOX_HEIGHT - (int)testPoint2D.y;
// Drag Mode
if (isDragging) {
for (Piece piece : pieces.values()) {
hitBody = null;
if (piece.body.getFixtureList().get(0).testPoint(testPoint2D)) {
hitBody = piece.body;
if (hitBody.getType() == BodyType.KinematicBody || hitBody.getType() == BodyType.StaticBody)
continue;
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;
def.collideConnected = true;
def.target.set(testPoint2D);
def.maxForce = 10.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);
break;
}
}
if (mouseJoint != null)
return false;
}
if (!IS_DESKTOP) {
isRepulsing = true;
isAttracting = false;
} else {
isAttracting = false;
isRepulsing = false;
}
}
if (button == Buttons.RIGHT) {
isAttracting = true;
}
if (button == Buttons.MIDDLE) {
isRepulsing = true;
}
return false;
}
开发者ID:omgware,项目名称:fluid-simulator-v2,代码行数:55,代码来源:FluidSimulatorMPM.java
示例16: createProperJoint
import com.badlogic.gdx.physics.box2d.joints.MouseJoint; //导入依赖的package包/类
private long createProperJoint(JointDef paramJointDef)
{
if (paramJointDef.type == JointDef.JointType.DistanceJoint)
{
DistanceJointDef localDistanceJointDef = (DistanceJointDef)paramJointDef;
return jniCreateDistanceJoint(this.addr, localDistanceJointDef.bodyA.addr, localDistanceJointDef.bodyB.addr, localDistanceJointDef.collideConnected, localDistanceJointDef.localAnchorA.x, localDistanceJointDef.localAnchorA.y, localDistanceJointDef.localAnchorB.x, localDistanceJointDef.localAnchorB.y, localDistanceJointDef.length, localDistanceJointDef.frequencyHz, localDistanceJointDef.dampingRatio);
}
if (paramJointDef.type == JointDef.JointType.FrictionJoint)
{
FrictionJointDef localFrictionJointDef = (FrictionJointDef)paramJointDef;
return jniCreateFrictionJoint(this.addr, localFrictionJointDef.bodyA.addr, localFrictionJointDef.bodyB.addr, localFrictionJointDef.collideConnected, localFrictionJointDef.localAnchorA.x, localFrictionJointDef.localAnchorA.y, localFrictionJointDef.localAnchorB.x, localFrictionJointDef.localAnchorB.y, localFrictionJointDef.maxForce, localFrictionJointDef.maxTorque);
}
if (paramJointDef.type == JointDef.JointType.GearJoint)
{
GearJointDef localGearJointDef = (GearJointDef)paramJointDef;
return jniCreateGearJoint(this.addr, localGearJointDef.bodyA.addr, localGearJointDef.bodyB.addr, localGearJointDef.collideConnected, localGearJointDef.joint1.addr, localGearJointDef.joint2.addr, localGearJointDef.ratio);
}
if (paramJointDef.type == JointDef.JointType.MouseJoint)
{
MouseJointDef localMouseJointDef = (MouseJointDef)paramJointDef;
return jniCreateMouseJoint(this.addr, localMouseJointDef.bodyA.addr, localMouseJointDef.bodyB.addr, localMouseJointDef.collideConnected, localMouseJointDef.target.x, localMouseJointDef.target.y, localMouseJointDef.maxForce, localMouseJointDef.frequencyHz, localMouseJointDef.dampingRatio);
}
if (paramJointDef.type == JointDef.JointType.PrismaticJoint)
{
PrismaticJointDef localPrismaticJointDef = (PrismaticJointDef)paramJointDef;
return jniCreatePrismaticJoint(this.addr, localPrismaticJointDef.bodyA.addr, localPrismaticJointDef.bodyB.addr, localPrismaticJointDef.collideConnected, localPrismaticJointDef.localAnchorA.x, localPrismaticJointDef.localAnchorA.y, localPrismaticJointDef.localAnchorB.x, localPrismaticJointDef.localAnchorB.y, localPrismaticJointDef.localAxisA.x, localPrismaticJointDef.localAxisA.y, localPrismaticJointDef.referenceAngle, localPrismaticJointDef.enableLimit, localPrismaticJointDef.lowerTranslation, localPrismaticJointDef.upperTranslation, localPrismaticJointDef.enableMotor, localPrismaticJointDef.maxMotorForce, localPrismaticJointDef.motorSpeed);
}
if (paramJointDef.type == JointDef.JointType.PulleyJoint)
{
PulleyJointDef localPulleyJointDef = (PulleyJointDef)paramJointDef;
return jniCreatePulleyJoint(this.addr, localPulleyJointDef.bodyA.addr, localPulleyJointDef.bodyB.addr, localPulleyJointDef.collideConnected, localPulleyJointDef.groundAnchorA.x, localPulleyJointDef.groundAnchorA.y, localPulleyJointDef.groundAnchorB.x, localPulleyJointDef.groundAnchorB.y, localPulleyJointDef.localAnchorA.x, localPulleyJointDef.localAnchorA.y, localPulleyJointDef.localAnchorB.x, localPulleyJointDef.localAnchorB.y, localPulleyJointDef.lengthA, localPulleyJointDef.lengthB, localPulleyJointDef.ratio);
}
if (paramJointDef.type == JointDef.JointType.RevoluteJoint)
{
RevoluteJointDef localRevoluteJointDef = (RevoluteJointDef)paramJointDef;
return jniCreateRevoluteJoint(this.addr, localRevoluteJointDef.bodyA.addr, localRevoluteJointDef.bodyB.addr, localRevoluteJointDef.collideConnected, localRevoluteJointDef.localAnchorA.x, localRevoluteJointDef.localAnchorA.y, localRevoluteJointDef.localAnchorB.x, localRevoluteJointDef.localAnchorB.y, localRevoluteJointDef.referenceAngle, localRevoluteJointDef.enableLimit, localRevoluteJointDef.lowerAngle, localRevoluteJointDef.upperAngle, localRevoluteJointDef.enableMotor, localRevoluteJointDef.motorSpeed, localRevoluteJointDef.maxMotorTorque);
}
if (paramJointDef.type == JointDef.JointType.WeldJoint)
{
WeldJointDef localWeldJointDef = (WeldJointDef)paramJointDef;
return jniCreateWeldJoint(this.addr, localWeldJointDef.bodyA.addr, localWeldJointDef.bodyB.addr, localWeldJointDef.collideConnected, localWeldJointDef.localAnchorA.x, localWeldJointDef.localAnchorA.y, localWeldJointDef.localAnchorB.x, localWeldJointDef.localAnchorB.y, localWeldJointDef.referenceAngle);
}
if (paramJointDef.type == JointDef.JointType.RopeJoint)
{
RopeJointDef localRopeJointDef = (RopeJointDef)paramJointDef;
return jniCreateRopeJoint(this.addr, localRopeJointDef.bodyA.addr, localRopeJointDef.bodyB.addr, localRopeJointDef.collideConnected, localRopeJointDef.localAnchorA.x, localRopeJointDef.localAnchorA.y, localRopeJointDef.localAnchorB.x, localRopeJointDef.localAnchorB.y, localRopeJointDef.maxLength);
}
if (paramJointDef.type == JointDef.JointType.WheelJoint)
{
WheelJointDef localWheelJointDef = (WheelJointDef)paramJointDef;
return jniCreateWheelJoint(this.addr, localWheelJointDef.bodyA.addr, localWheelJointDef.bodyB.addr, localWheelJointDef.collideConnected, localWheelJointDef.localAnchorA.x, localWheelJointDef.localAnchorA.y, localWheelJointDef.localAnchorB.x, localWheelJointDef.localAnchorB.y, localWheelJointDef.localAxisA.x, localWheelJointDef.localAxisA.y, localWheelJointDef.enableMotor, localWheelJointDef.maxMotorTorque, localWheelJointDef.motorSpeed, localWheelJointDef.frequencyHz, localWheelJointDef.dampingRatio);
}
return 0L;
}
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:55,代码来源:World.java
注:本文中的com.badlogic.gdx.physics.box2d.joints.MouseJoint类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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