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May 7, 2020 07:50
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package com.mygdx.game | |
import com.badlogic.gdx.Gdx | |
import com.badlogic.gdx.InputAdapter | |
import com.badlogic.gdx.Screen | |
import com.badlogic.gdx.ScreenAdapter | |
import com.badlogic.gdx.graphics.GL20 | |
import com.badlogic.gdx.graphics.OrthographicCamera | |
import com.badlogic.gdx.math.Vector2 | |
import com.badlogic.gdx.physics.box2d.* | |
import com.badlogic.gdx.utils.Array | |
class GameScreen : Screen by ScreenAdapter() { | |
private val camera = OrthographicCamera().apply { setToOrtho(false) } | |
private val world = World(Vector2.Zero, true) | |
private val renderer = Box2DDebugRenderer() | |
init { | |
walls() | |
balls() | |
Gdx.input.inputProcessor = object : InputAdapter() { | |
override fun keyUp(keycode: Int): Boolean { | |
Gdx.app.log("GameScreen", "applying impulse") | |
val bodies = Array<Body>() | |
world.getBodies(bodies) | |
if (bodies.notEmpty()) { | |
val body = bodies[0] | |
body.applyLinearImpulse(Vector2(1f.unit, 1f.unit), body.worldCenter, true) | |
} | |
return true | |
} | |
} | |
} | |
override fun resize(width: Int, height: Int) { | |
} | |
override fun render(delta: Float) { | |
camera.update() | |
Gdx.gl.glClearColor(0f, 0f, 0f, 1f) | |
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT) | |
world.step(1 / 60f, 6, 2) | |
renderer.render(world, camera.combined.scale(100f, 100f, 0f)) | |
} | |
private fun walls() { | |
val bodyDef = BodyDef().apply { | |
type = BodyDef.BodyType.StaticBody | |
position.setZero() | |
} | |
val chainShape = ChainShape() | |
chainShape.createChain(arrayOf( | |
Vector2(10f.unit, 10f.unit), | |
Vector2(300f.unit, 10f.unit), | |
Vector2(300f.unit, 500f.unit), | |
Vector2(10f.unit, 500f.unit), | |
Vector2(10f.unit, 10f.unit))) | |
val fixtureDef = FixtureDef().apply { | |
shape = chainShape | |
friction = 1f | |
restitution = 1f | |
} | |
world.createBody(bodyDef).createFixture(fixtureDef) | |
chainShape.dispose() | |
} | |
private fun balls() { | |
val bodyDef = BodyDef().apply { | |
type = BodyDef.BodyType.DynamicBody | |
fixedRotation = true | |
linearDamping = 0.5f | |
angularDamping = 0.5f | |
position.set(30f.unit, 30f.unit) | |
} | |
val circleShape = CircleShape().apply { | |
position.setZero() | |
radius = 10f.unit | |
} | |
val fixtureDef = FixtureDef().apply { | |
shape = circleShape | |
friction = 0f | |
restitution = 0f | |
density = 0.1f | |
} | |
body = world.createBody(bodyDef).apply { createFixture(fixtureDef) } | |
circleShape.dispose() | |
} | |
override fun dispose() { | |
} | |
} |
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