本文实例讲述了Android下2d物理引擎Box2d用法。分享给大家供大家参考。具体如下: 程序运行的时候需要加载Jbox2d的库,可到以下地址下载(使用的是不带渲染部分的库j
本文实例讲述了Android下2d物理引擎Box2d用法。分享给大家供大家参考。具体如下:
程序运行的时候需要加载Jbox2d的库,可到以下地址下载(使用的是不带渲染部分的库jbox2d-2.0.1-library-only.jar):
Http://sourceforge.net/projects/jbox2d/
package com.test;
import org.jbox2d.collision.AABB;
import org.jbox2d.collision.CircleDef;
import org.jbox2d.collision.PolyGonDef;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.World;
import android.app.Activity;
import android.content.Context;
import android.graphics.canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.Bundle;
import android.os.Handler;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
public class MyBox2d extends Activity {
private final static int RATE = 10;//屏幕到现实世界的比例 10px:1m;
private AABB worldAABB;
//创建 一个管理碰撞的世界
private World world;
private float timeStep = 1/60;//模拟的的频率
private int iterations = 10;//迭代越大,模拟约精确,但性能越低
private Body body,body2,body3;
private MyView myView;
private Handler mHandler;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams. FLAG_FULLSCREEN ,
WindowManager.LayoutParams. FLAG_FULLSCREEN);
worldAABB = new AABB();
//上下界,以屏幕的左上方为 原点,如果创建的刚体到达屏幕的边缘的话,会停止模拟
worldAABB.lowerBound.set(-100.0f,-100.0f);
worldAABB.upperBound.set(100.0f, 100.0f);
//注意这里使用的是现实世界的单位
Vec2 gravity = new Vec2(0.0f,10.0f);
boolean doSleep = true;
world = new World(worldAABB, gravity, doSleep);//创建世界
createBox(160, 470, 160, 10, true);
createBox1(160, 150, 160, 10, false);
createCircle(160, 100, 10);
createCircle1(150, 60, 10);
timeStep = 1.0f/60.0f;
iterations = 10;
myView = new MyView(this);
setContentView(myView);
mHandler = new Handler();
mHandler.post(update);
}
private Runnable update = new Runnable() {
public void run() {
world.step(timeStep, iterations);//开始模拟
Vec2 position = body.getPosition();
Vec2 position1 = body2.getPosition();
Vec2 position2 = body3.getPosition();
myView.x=position.x*RATE;
myView.y=position.y*RATE;
myView.x1=position1.x*RATE;
myView.y1=position1.y*RATE;
myView.x2=position2.x*RATE;
myView.y2=position2.y*RATE;
myView.update();
mHandler.postDelayed(update, (long)timeStep*1000);
}
};
public void createBox(float x,float y,float half_width,float half_height,boolean isStatic){
PolygonDef shape = new PolygonDef();
if(isStatic){shape.density = 0;}
else{shape.density = 2.0f;}
shape.friction = 0.8f;
shape.restitution = 0.3f;
shape.setAsBox(half_width/RATE, half_height/RATE);
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
Body body1= world.createBody(bodyDef);
body1.createShape(shape);
body1.setMassFromShapes();
}
public void createCircle(float x,float y,float radius){
CircleDef shape = new CircleDef();
shape.density = 7;
shape.friction = 0.2f;
shape.radius = radius/RATE;
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
body2 = world.createBody(bodyDef);
body2.createShape(shape);
body2.setMassFromShapes();
}
public void createCircle1(float x,float y,float radius){
CircleDef shape = new CircleDef();
shape.density = 7;
shape.friction = 0.2f;
shape.radius = radius/RATE;
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
body3 = world.createBody(bodyDef);
body3.createShape(shape);
body3.setMassFromShapes();
}
public void createBox1(float x,float y,float half_width,float half_height,boolean isStatic){
PolygonDef shape = new PolygonDef();
if(isStatic){shape.density = 0;}
else{shape.density = 2.0f;}
shape.friction = 0.3f;
shape.setAsBox(half_width/RATE, half_height/RATE);
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
body= world.createBody(bodyDef);
body.createShape(shape);
body.setMassFromShapes();
}
class MyView extends View{
Canvas canvas;
public float x=160,y=150;
public float x1=160,y1=100;
public float x2=150,y2=60;
public MyView(Context context) {
super(context);
}
public void drawBox(float x,float y){
Paint mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setColor(Color.RED);
canvas.drawRect(x-160, y-10, x+160, y+10, mPaint);
}
public void drawGround(){
Paint mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setColor(Color.BLUE);
canvas.drawRect(0, 460, 320, 480, mPaint);
}
public void drawCircle(float x1,float y1){
Paint mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setColor(Color.GREEN);
canvas.drawCircle(x1, y1, 10, mPaint);
}
public void update(){
postInvalidate();
}
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
this.canvas = canvas;
drawGround();
drawBox(x, y);
drawCircle(x1, y1);
drawCircle(x2, y2);
}
}
}
希望本文所述对大家的Android程序设计有所帮助。
您可能感兴趣的文章:Unity3D游戏引擎实现在Android中打开WEBView的实例用于cocos2d-x引擎(ndk)中为android项目生成编译文件列表android将搜索引擎设置为中国雅虎无法搜索问题解决方法Android 游戏引擎libgdx 资源加载进度百分比显示案例分析
--结束END--
本文标题: Android下2d物理引擎Box2d用法简单实例
本文链接: https://lsjlt.com/news/26588.html(转载时请注明来源链接)
有问题或投稿请发送至: 邮箱/279061341@qq.com QQ/279061341
2024-01-21
2023-10-28
2023-10-28
2023-10-27
2023-10-27
2023-10-27
2023-10-27
回答
回答
回答
回答
回答
回答
回答
回答
回答
回答
0