本文整理汇总了C#中Box2D.Dynamics.b2BodyDef类的典型用法代码示例。如果您正苦于以下问题:C# b2BodyDef类的具体用法?C# b2BodyDef怎么用?C# b2BodyDef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。
b2BodyDef类属于Box2D.Dynamics命名空间,在下文中一共展示了b2BodyDef类的20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C#代码示例。
示例1: CreateNinja
void CreateNinja() {
spriteImageName = String.Format("{0}_standing", baseImageName);
onGround = false;
// Define the dynamic body.
var bodyDef = new b2BodyDef();
bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2DynamicBody to start the ninja as dynamic
bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
var shape = new b2CircleShape();
var radiusInMeters = (40 / Constants.PTM_RATIO) * 0.5f; //increase or decrease 40 for a different circle size definition
shape.Radius = radiusInMeters;
// Define the dynamic body fixture.
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 0.1f;
CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
}
开发者ID:460189852,项目名称:cocos-sharp-samples,代码行数:29,代码来源:Ninja.cs
示例2: SphereStack
public SphereStack()
{
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
}
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 1.0f;
for (int i = 0; i < e_count; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(0.0f, 4.0f + 3.0f * i);
m_bodies[i] = m_world.CreateBody(bd);
m_bodies[i].CreateFixture(shape, 1.0f);
m_bodies[i].LinearVelocity = new b2Vec2(0.0f, -50.0f);
}
}
}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:29,代码来源:SphereStack.cs
示例3: JumpPad
public JumpPad(b2Vec2 JumpImpuls, CCPoint Position, b2World gameWorld)
{
this.Texture = new CCTexture2D ("jumppad");
this.Scale = SpriteScale;
this.Position = Position;
this.IsAntialiased = false;
jumpImpuls = JumpImpuls;
totalJumps = 0;
//box2d
b2BodyDef jumpPadDef = new b2BodyDef ();
jumpPadDef.type = b2BodyType.b2_kinematicBody;
jumpPadDef.position = new b2Vec2 ((Position.X + this.ScaledContentSize.Width/2)/PhysicsHandler.pixelPerMeter, (Position.Y + this.ScaledContentSize.Height/4) / PhysicsHandler.pixelPerMeter);
JumpPadBody = gameWorld.CreateBody (jumpPadDef);
b2PolygonShape jumpPadShape = new b2PolygonShape ();
jumpPadShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 4);// /4 weil die hitbox nur die hälfte der textur ist
b2FixtureDef jumpPadFixture = new b2FixtureDef ();
jumpPadFixture.shape = jumpPadShape;
jumpPadFixture.density = 0.0f; //Dichte
jumpPadFixture.restitution = 0f; //Rückprall
jumpPadFixture.friction = 0f;
jumpPadFixture.userData = WorldFixtureData.jumppad;
JumpPadBody.CreateFixture (jumpPadFixture);
//
}
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:28,代码来源:JumpPad.cs
示例4: VaryingRestitution
public VaryingRestitution()
{
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
}
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 1.0f;
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
float[] restitution = {0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};
for (int i = 0; i < 7; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
b2Body body = m_world.CreateBody(bd);
fd.restitution = restitution[i];
body.CreateFixture(fd);
}
}
}
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:34,代码来源:VaryingRestitution.cs
示例5: Break
public void Break()
{
// Create two bodies from one.
b2Body body1 = m_piece1.Body;
b2Vec2 center = body1.WorldCenter;
body1.DestroyFixture(m_piece2);
m_piece2 = null;
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position = body1.Position;
bd.angle = body1.Angle;
b2Body body2 = m_world.CreateBody(bd);
m_piece2 = body2.CreateFixture(m_shape2, 1.0f);
// Compute consistent velocities for new bodies based on
// cached velocity.
b2Vec2 center1 = body1.WorldCenter;
b2Vec2 center2 = body2.WorldCenter;
var diff1 = center1 - center;
var diff2 = center2 - center;
b2Vec2 velocity1 = m_velocity + b2Math.b2Cross(m_angularVelocity, ref diff1);
b2Vec2 velocity2 = m_velocity + b2Math.b2Cross(m_angularVelocity, ref diff2);
body1.AngularVelocity = m_angularVelocity;
body1.LinearVelocity = velocity1;
body2.AngularVelocity = m_angularVelocity;
body2.LinearVelocity = velocity2;
}
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:34,代码来源:Breakable.cs
示例6: Breakable
public Breakable()
{
// Ground body
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
}
// Breakable dynamic body
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position = new b2Vec2(0.0f, 40.0f);
bd.angle = 0.25f * b2Settings.b2_pi;
m_body1 = m_world.CreateBody(bd);
m_shape1.SetAsBox(0.5f, 0.5f, new b2Vec2(-0.5f, 0.0f), 0.0f);
m_piece1 = m_body1.CreateFixture(m_shape1, 1.0f);
m_shape2.SetAsBox(0.5f, 0.5f, new b2Vec2(0.5f, 0.0f), 0.0f);
m_piece2 = m_body1.CreateFixture(m_shape2, 1.0f);
}
m_break = false;
m_broke = false;
}
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:30,代码来源:Breakable.cs
示例7: InitPhysics
void InitPhysics()
{
var gravity = new b2Vec2(0.0f, -10.0f);
world = new b2World(gravity);
world.SetAllowSleeping(true);
world.SetContinuousPhysics(true);
var def = new b2BodyDef();
def.allowSleep = true;
def.position = b2Vec2.Zero;
def.type = b2BodyType.b2_staticBody;
b2Body groundBody = world.CreateBody(def);
groundBody.SetActive(true);
b2EdgeShape groundBox = new b2EdgeShape();
groundBox.Set(b2Vec2.Zero, new b2Vec2(900, 100));
b2FixtureDef fd = new b2FixtureDef();
fd.friction = 0.3f;
fd.restitution = 0.1f;
fd.shape = groundBox;
groundBody.CreateFixture(fd);
}
开发者ID:460189852,项目名称:cocos-sharp-samples,代码行数:26,代码来源:IntroLayer.cs
示例8: MouseTouch
public MouseTouch(b2World world, RubeBasicLayer layer)
{
parent = layer;
m_world = world;
b2BodyDef bodyDef = new b2BodyDef();
m_groundBody = m_world.CreateBody(bodyDef);
}
开发者ID:netonjm,项目名称:RubeLoader,代码行数:7,代码来源:MouseTouch.cs
示例9: ContinuousTest
public ContinuousTest()
{
{
b2BodyDef bd = new b2BodyDef();
bd.position.Set(0.0f, 0.0f);
b2Body body = m_world.CreateBody(bd);
b2EdgeShape edge = new b2EdgeShape();
edge.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(10.0f, 0.0f));
body.CreateFixture(edge, 0.0f);
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(0.2f, 1.0f, new b2Vec2(0.5f, 1.0f), 0.0f);
body.CreateFixture(shape, 0.0f);
}
#if true
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(0.0f, 20.0f);
//bd.angle = 0.1f;
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(2.0f, 0.1f);
m_body = m_world.CreateBody(bd);
m_body.CreateFixture(shape, 1.0f);
m_angularVelocity = Rand.RandomFloat(-50.0f, 50.0f);
//m_angularVelocity = 46.661274f;
m_body.LinearVelocity = new b2Vec2(0.0f, -100.0f);
m_body.AngularVelocity = m_angularVelocity;
}
#else
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(0.0f, 2.0f);
b2Body body = m_world.CreateBody(bd);
b2CircleShape shape = new b2CircleShape();
shape.Position = b2Vec2.Zero;
shape.Radius = 0.5f;
body.CreateFixture(shape, 1.0f);
bd.bullet = true;
bd.position.Set(0.0f, 10.0f);
body = m_world.CreateBody(bd);
body.CreateFixture(shape, 1.0f);
body.LinearVelocity = new b2Vec2(0.0f, -100.0f);
}
#endif
}
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:55,代码来源:ContinuousTest.cs
示例10: Pulleys
public Pulleys()
{
float y = 16.0f;
float L = 12.0f;
float a = 1.0f;
float b = 2.0f;
b2Body ground = null;
{
b2BodyDef bd = new b2BodyDef();
ground = m_world.CreateBody(bd);
b2EdgeShape edge = new b2EdgeShape();
edge.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
//ground->CreateFixture(&shape, 0.0f);
b2CircleShape circle = new b2CircleShape();
circle.Radius = 2.0f;
circle.Position = new b2Vec2(-10.0f, y + b + L);
ground.CreateFixture(circle, 0.0f);
circle.Position = new b2Vec2(10.0f, y + b + L);
ground.CreateFixture(circle, 0.0f);
}
{
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(a, b);
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
//bd.fixedRotation = true;
bd.position.Set(-10.0f, y);
b2Body body1 = m_world.CreateBody(bd);
body1.CreateFixture(shape, 5.0f);
bd.position.Set(10.0f, y);
b2Body body2 = m_world.CreateBody(bd);
body2.CreateFixture(shape, 5.0f);
b2PulleyJointDef pulleyDef = new b2PulleyJointDef();
b2Vec2 anchor1 = new b2Vec2(-10.0f, y + b);
b2Vec2 anchor2 = new b2Vec2(10.0f, y + b);
b2Vec2 groundAnchor1 = new b2Vec2(-10.0f, y + b + L);
b2Vec2 groundAnchor2 = new b2Vec2(10.0f, y + b + L);
pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 1.5f);
m_joint1 = (b2PulleyJoint) m_world.CreateJoint(pulleyDef);
}
}
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:53,代码来源:Pulleys.cs
示例11: SensorTest
public SensorTest()
{
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
{
b2EdgeShape shape = new b2EdgeShape();
shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
}
#if false
{
b2FixtureDef sd = new b2FixtureDef();
sd.SetAsBox(10.0f, 2.0f, new b2Vec2(0.0f, 20.0f), 0.0f);
sd.isSensor = true;
m_sensor = ground.CreateFixture(sd);
}
#else
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 5.0f;
shape.Position = new b2Vec2(0.0f, 10.0f);
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.isSensor = true;
m_sensor = ground.CreateFixture(fd);
}
#endif
}
{
b2CircleShape shape = new b2CircleShape();
shape.Radius = 1.0f;
for (int i = 0; i < e_count; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
bd.userData = i; // m_touching[i];
m_touching[i] = false;
m_bodies[i] = m_world.CreateBody(bd);
m_bodies[i].CreateFixture(shape, 1.0f);
}
}
}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:51,代码来源:SensorTest.cs
示例12: VerticalStack
//public const int e_columnCount = 1;
//public const int e_rowCount = 1;
public VerticalStack()
{
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
shape.Set(new b2Vec2(20.0f, 0.0f), new b2Vec2(20.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
}
float[] xs = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};
for (int j = 0; j < e_columnCount; ++j)
{
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
fd.friction = 0.3f;
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
int n = j * e_rowCount + i;
Debug.Assert(n < e_rowCount * e_columnCount);
m_indices[n] = n;
bd.userData = m_indices[n];
float x = 0.0f;
//float32 x = RandomFloat(-0.02f, 0.02f);
//float32 x = i % 2 == 0 ? -0.025f : 0.025f;
bd.position.Set(xs[j] + x, 0.752f + 1.54f * i);
b2Body body = m_world.CreateBody(bd);
m_bodies[n] = body;
body.CreateFixture(fd);
}
}
m_bullet = null;
}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:53,代码来源:VerticalStack.cs
示例13: Confined
public Confined()
{
{
b2BodyDef bd = new b2BodyDef();
b2Body ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
// Floor
shape.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(10.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
// Left wall
shape.Set(new b2Vec2(-10.0f, 0.0f), new b2Vec2(-10.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
// Right wall
shape.Set(new b2Vec2(10.0f, 0.0f), new b2Vec2(10.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
// Roof
shape.Set(new b2Vec2(-10.0f, 20.0f), new b2Vec2(10.0f, 20.0f));
ground.CreateFixture(shape, 0.0f);
}
float radius = 0.5f;
b2CircleShape shape1 = new b2CircleShape();
shape1.Position = b2Vec2.Zero;
shape1.Radius = radius;
b2FixtureDef fd = new b2FixtureDef();
fd.shape = shape1;
fd.density = 1.0f;
fd.friction = 0.1f;
for (int j = 0; j < e_columnCount; ++j)
{
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(fd);
}
}
m_world.Gravity = new b2Vec2(0.0f, 0.0f);
}
开发者ID:h7ing,项目名称:CocosSharp,代码行数:50,代码来源:Confined.cs
示例14: CreatePlatform
void CreatePlatform() {
// Define the dynamic body.
var bodyDef = new b2BodyDef();
bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2_staticBody
bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
var shape = new b2PolygonShape();
var num = 4;
b2Vec2[] vertices = {
new b2Vec2(-102.0f / Constants.PTM_RATIO, -49.5f / Constants.PTM_RATIO),
new b2Vec2(-113.0f / Constants.PTM_RATIO, -81.5f / Constants.PTM_RATIO),
new b2Vec2(113.0f / Constants.PTM_RATIO, -84.5f / Constants.PTM_RATIO),
new b2Vec2(106.0f / Constants.PTM_RATIO, -47.5f / Constants.PTM_RATIO)
};
shape.Set(vertices, num);
// Define the dynamic body fixture.
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
fixtureDef.restitution = 0.1f;
CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
//CONTINUING TO ADD BODY SHAPE....
// THIS IS THE Sling base....
//row 1, col 1
var num2 = 4;
b2Vec2[] vertices2 = {
new b2Vec2(41.0f / Constants.PTM_RATIO, -6.5f / Constants.PTM_RATIO),
new b2Vec2(35.0f / Constants.PTM_RATIO, -57.5f / Constants.PTM_RATIO),
new b2Vec2(57.0f / Constants.PTM_RATIO, -65.5f / Constants.PTM_RATIO),
new b2Vec2(49.0f / Constants.PTM_RATIO, -7.5f / Constants.PTM_RATIO)
};
shape.Set(vertices2, num2);
fixtureDef.shape = shape;
body.CreateFixture(fixtureDef);
}
开发者ID:alegogit,项目名称:AngryNinjas,代码行数:48,代码来源:StartPlatform.cs
示例15: CreateBodyWithSpriteAndFixture
protected void CreateBodyWithSpriteAndFixture(b2World world, b2BodyDef bodyDef,
b2FixtureDef fixtureDef, string spriteName)
{
// this is the meat of our class, it creates (OR recreates) the body in the world with the body definition, fixture definition and sprite name
RemoveBody(); //if remove the body if it already exists
RemoveSprite(); //if remove the sprite if it already exists
sprite = new CCSprite(spriteName);
AddChild(sprite);
body = world.CreateBody(bodyDef);
body.UserData = this;
if (fixtureDef != null)
body.CreateFixture(fixtureDef);
}
开发者ID:460189852,项目名称:cocos-sharp-samples,代码行数:17,代码来源:BodyNode.cs
示例16: Step
public override void Step(Settings settings)
{
base.Step(settings);
if (m_count < e_count)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
b2Body body = m_world.CreateBody(bd);
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(0.125f, 0.125f);
body.CreateFixture(shape, 1.0f);
++m_count;
}
}
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:18,代码来源:Tumbler.cs
示例17: CreateGround
private void CreateGround()
{
// Define the dynamic body.
var bodyDef = new b2BodyDef();
bodyDef.type = b2BodyType.b2_staticBody; //or you could use b2_staticBody
bodyDef.position.Set(initialLocation.X/Constants.PTM_RATIO, initialLocation.Y/Constants.PTM_RATIO);
b2PolygonShape shape = new b2PolygonShape();
int num = 4;
b2Vec2[] vertices = {
new b2Vec2(-1220.0f / Constants.PTM_RATIO, 54.0f / Constants.PTM_RATIO),
new b2Vec2(-1220.0f / Constants.PTM_RATIO, -52.0f / Constants.PTM_RATIO),
new b2Vec2(1019.0f / Constants.PTM_RATIO, -52.0f / Constants.PTM_RATIO),
new b2Vec2(1019.0f / Constants.PTM_RATIO, 54.0f / Constants.PTM_RATIO)
};
shape.Set(vertices, num);
// Define the dynamic body fixture.
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 0.1f;
CreateBodyWithSpriteAndFixture(theWorld, bodyDef, fixtureDef, spriteImageName);
if (!TheLevel.SharedLevel.IS_RETINA)
{
//non retina adjustment
sprite.ScaleX = 1.05f;
} else {
// retina adjustment
sprite.ScaleX = 2.05f;
sprite.ScaleY = 2.0f;
}
}
开发者ID:headinthebox,项目名称:cocos-sharp-samples,代码行数:44,代码来源:GroundPlane.cs
示例18: Prismatic
public Prismatic()
{
b2Body ground = null;
{
b2BodyDef bd = new b2BodyDef();
ground = m_world.CreateBody(bd);
b2EdgeShape shape = new b2EdgeShape();
shape.Set(new b2Vec2(-40.0f, 0.0f), new b2Vec2(40.0f, 0.0f));
ground.CreateFixture(shape, 0.0f);
}
{
b2PolygonShape shape = new b2PolygonShape();
shape.SetAsBox(2.0f, 0.5f);
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position.Set(-10.0f, 10.0f);
bd.angle = 0.5f * b2Settings.b2_pi;
bd.allowSleep = false;
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(shape, 5.0f);
b2PrismaticJointDef pjd = new b2PrismaticJointDef();
// Bouncy limit
b2Vec2 axis = new b2Vec2(2.0f, 1.0f);
axis.Normalize();
pjd.Initialize(ground, body, new b2Vec2(0.0f, 0.0f), axis);
// Non-bouncy limit
//pjd.Initialize(ground, body, b2Vec2(-10.0f, 10.0f), b2Vec2(1.0f, 0.0f));
pjd.motorSpeed = 10.0f;
pjd.maxMotorForce = 10000.0f;
pjd.enableMotor = true;
pjd.lowerTranslation = 0.0f;
pjd.upperTranslation = 20.0f;
pjd.enableLimit = true;
m_joint = (b2PrismaticJoint) m_world.CreateJoint(pjd);
}
}
开发者ID:Ratel13,项目名称:cocos2d-xna,代码行数:44,代码来源:Prismatic.cs
示例19: Platform
public Platform(List<CCPoint> platformWaypoints, int platformSpeed, Container gameContainer)
{
this.Texture = new CCTexture2D("platform");
this.Scale = SpriteScale;
this.IsAntialiased = false;
this.Position = platformWaypoints [0];
Waypoints = platformWaypoints;
speed = platformSpeed;
//umso geringer der speed umso schneller die platform
CurrentWaypoint = 0;
wayToMove = new CCSize (Waypoints [CurrentWaypoint + 1].X - Waypoints [CurrentWaypoint].X, Waypoints [CurrentWaypoint + 1].Y - Waypoints [CurrentWaypoint].Y);
//box2d
b2BodyDef platformDef = new b2BodyDef ();
platformDef.type = b2BodyType.b2_kinematicBody;
platformDef.position = new b2Vec2 (Waypoints[CurrentWaypoint].X / PhysicsHandler.pixelPerMeter, Waypoints[CurrentWaypoint].Y / PhysicsHandler.pixelPerMeter);
platformBody = gameContainer.physicsHandler.gameWorld.CreateBody (platformDef);
b2PolygonShape platformShape = new b2PolygonShape ();
platformShape.SetAsBox ((float)this.ScaledContentSize.Width / PhysicsHandler.pixelPerMeter / 2, (float)this.ScaledContentSize.Height / PhysicsHandler.pixelPerMeter / 2);
b2FixtureDef platformFixture = new b2FixtureDef ();
platformFixture.shape = platformShape;
platformFixture.density = 0.0f; //Dichte
platformFixture.restitution = 0f; //Rückprall
platformFixture.userData = WorldFixtureData.platform;
platformBody.CreateFixture (platformFixture);
//
this.Position = new CCPoint (platformBody.Position.x * PhysicsHandler.pixelPerMeter, platformBody.Position.y * PhysicsHandler.pixelPerMeter);
progressionX = wayToMove.Width/ (float)speed;
progressionY = wayToMove.Height/(float)speed ;
if (float.IsInfinity (progressionX))
progressionX = 0;
if (float.IsInfinity (progressionY))
progressionY = 0;
b2Vec2 Velocity = platformBody.LinearVelocity;
Velocity.y = progressionY;
Velocity.x = progressionX;
platformBody.LinearVelocity = Velocity;
}
开发者ID:Nuckal777,项目名称:mapKnight,代码行数:44,代码来源:Platform.cs
示例20: AddPair
public AddPair()
{
m_world.Gravity = new b2Vec2(0.0f, 0.0f);
{
b2CircleShape shape = new b2CircleShape();
shape.Position = b2Vec2.Zero;
shape.Radius = 0.1f;
float minX = -6.0f;
float maxX = 0.0f;
float minY = 4.0f;
float maxY = 6.0f;
for (int i = 0; i < 400; ++i)
{
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position = new b2Vec2(Rand.RandomFloat(minX, maxX), Rand.RandomFloat(minY, maxY));
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(shape, 0.01f);
}
}
{
b2Shape shape = null;
if (_DoCircle)
{
shape = new b2CircleShape();
((b2CircleShape)shape).Radius = 1.5f;
}
else
{
shape = new b2PolygonShape();
((b2PolygonShape)shape).SetAsBox(1.6f, 1.6f);
}
b2BodyDef bd = new b2BodyDef();
bd.type = b2BodyType.b2_dynamicBody;
bd.position = new b2Vec2(-40.0f, 5.0f);
bd.bullet = true;
b2Body body = m_world.CreateBody(bd);
body.CreateFixture(shape, 1.0f);
body.LinearVelocity = new b2Vec2(150.0f, 0.0f);
}
}
开发者ID:Karunp,项目名称:cocos2d-xna,代码行数:44,代码来源:AddPair.cs
注:本文中的Box2D.Dynamics.b2BodyDef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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