public SetAsBox ( float hx, float hy ) : void | ||
hx | float | The half-width |
hy | float | The half-height. |
return | void |
public CCDTest() { { PolygonDef sd = new PolygonDef(); sd.SetAsBox(10.0f, 0.2f); sd.Density = 0.0f; BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, -0.2f); Body body = _world.CreateBody(bd); body.CreateFixture(sd); sd.SetAsBox(0.2f, 1.0f, new Vec2(0.5f, 1.2f), 0.0f); body.CreateFixture(sd); } { PolygonDef sd = new PolygonDef(); sd.SetAsBox(2.0f, 0.1f); sd.Density = 1.0f; sd.Restitution = 0; BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, 20.0f); Body body = _world.CreateBody(bd); body.CreateFixture(sd); body.SetMassFromShapes(); body.SetLinearVelocity(new Vec2(0.0f, -100.0f)); body.SetAngularVelocity(Box2DX.Common.Math.Random(-50.0f, 50.0f)); } }
public DamageBox(Player creator, float x, float y, float width, float height) : base(creator, x, y) { PolygonDef def = new PolygonDef(); def.SetAsBox(width / 2, height / 2, new Vec2(x, y), 0); def.IsSensor = true; def.UserData = this; fixture = creator.body.CreateFixture(def); fixture.UserData = this; }
public VerticalStack() { { PolygonDef sd = new PolygonDef(); sd.SetAsBox(50.0f, 10.0f, new Vec2(0.0f, -10.0f), 0.0f); BodyDef bd = new BodyDef(); Body ground = _world.CreateBody(bd); ground.CreateFixture(sd); sd.SetAsBox(0.1f, 10.0f, new Vec2(20.0f, 10.0f), 0.0f); ground.CreateFixture(sd); } float[] xs = new float[] { 0.0f, -10.0f, -5.0f, 5.0f, 10.0f }; for (int j = 0; j < 5; ++j) { PolygonDef sd = new PolygonDef(); sd.SetAsBox(0.5f, 0.5f); sd.Density = 1.0f; sd.Friction = 0.3f; for (int i = 0; i < 16; ++i) { BodyDef bd = new BodyDef(); bd.Position.Set(xs[j], 0.752f + 1.54f * i); Body body = _world.CreateBody(bd); body.CreateFixture(sd); body.SetMassFromShapes(); } } _bullet = null; }
public Pyramid() { { PolygonDef sd = new PolygonDef(); sd.SetAsBox(50.0f, 10.0f); BodyDef bd = new BodyDef(); bd.Position.Set(0.0f, -10.0f); Body ground = _world.CreateBody(bd); ground.CreateFixture(sd); } { PolygonDef sd = new PolygonDef(); float a = 0.5f; sd.SetAsBox(a, a); sd.Density = 5.0f; Vec2 x = new Vec2(-10.0f, 0.75f); Vec2 y; Vec2 deltaX = new Vec2(0.5625f, 2.0f); Vec2 deltaY = new Vec2(1.125f, 0.0f); for (int i = 0; i < 25; ++i) { y = x; for (int j = i; j < 25; ++j) { BodyDef bd = new BodyDef(); bd.Position = y; Body body = _world.CreateBody(bd); body.CreateFixture(sd); body.SetMassFromShapes(); y += deltaY; } x += deltaX; } } }
public SimpleTest() { // Define the ground body. BodyDef groundBodyDef = new BodyDef(); groundBodyDef.Position.Set(0.0f, -10.0f); // Call the body factory which creates the ground box shape. // The body is also added to the world. Body groundBody = _world.CreateBody(groundBodyDef); // Define the ground box shape. PolygonDef groundShapeDef = new PolygonDef(); // The extents are the half-widths of the box. groundShapeDef.SetAsBox(50.0f, 10.0f); // Add the ground shape to the ground body. groundBody.CreateFixture(groundShapeDef); // Define the dynamic body. We set its position and call the body factory. BodyDef bodyDef = new BodyDef(); bodyDef.Position.Set(0.0f, 4.0f); Body body = _world.CreateBody(bodyDef); // Define another box shape for our dynamic body. PolygonDef shapeDef = new PolygonDef(); shapeDef.SetAsBox(1.0f, 1.0f); // Set the box density to be non-zero, so it will be dynamic. shapeDef.Density = 1.0f; // Override the default friction. shapeDef.Friction = 0.3f; // Add the shape to the body. body.CreateFixture(shapeDef); // Now tell the dynamic body to compute it's mass properties base // on its shape. body.SetMassFromShapes(); }
public FrictionTest() { // Define the ground body. BodyDef groundBodyDef = new BodyDef(); groundBodyDef.Position.Set(0.0f, -10.0f); // Call the body factory which creates the ground box shape. // The body is also added to the world. Body groundBody = _world.CreateBody(groundBodyDef); // Define the ground box shape. PolygonDef groundShapeDef = new PolygonDef(); // The extents are the half-widths of the box. groundShapeDef.SetAsBox(50.0f, 10.0f); // Add the ground shape to the ground body. groundBody.CreateFixture(groundShapeDef); // Define the dynamic body. We set its position and call the body factory. BodyDef bodyDef = new BodyDef(); bodyDef.Position.Set(1.0f, 2.0f); Body bodyfast = _world.CreateBody(bodyDef); // Define another box shape for our dynamic body. PolygonDef shapeDef = new PolygonDef(); shapeDef.SetAsBox(1.0f, 1.0f); shapeDef.Density = 1.0f; shapeDef.Friction = 0.3f; bodyfast.CreateFixture(shapeDef); bodyfast.SetMassFromShapes(); bodyDef.Position.Set(-1.0f, 2.0f); Body bodyslow = _world.CreateBody(bodyDef); shapeDef.Friction = 0.8f; bodyslow.CreateFixture(shapeDef); bodyslow.SetMassFromShapes(); bodyslow.SetLinearVelocity(new Vec2(-3, 0)); bodyfast.SetLinearVelocity(new Vec2(3, 0)); }
/// <summary> /// Called to register this block with the collision contexts, etc. /// </summary> /// <param name="arena"></param> public void Bind(LoadableBattleArena arena) { // Define the ground box shape. PolygonDef groundShapeDef = new PolygonDef(); groundShapeDef.SetAsBox(Width / 2, Height / 2, new Box2DX.Common.Vec2(Position.X, Position.Y), 0); // Add the ground shape to the ground body. Fixture fix = arena.GroundBody.CreateFixture(groundShapeDef); fix.UserData = arena; fix.Filter.CategoryBits = (ushort)Layer; }