| Box2DMapObjectParser |
Parses MapObjects from a Map and generates Box2D Bodies, Fixtures and Joints from them.
Just create a new Box2DMapObjectParser and call Box2DMapObjectParser.load(World, MapLayer) to load all compatible objects (defined by the the Box2DMapObjectParser.aliases) into your World.
If you only want specific Fixtures or Bodies, you can use the Box2DMapObjectParser.createBody(World, MapObject) and Box2DMapObjectParser.createFixture(MapObject) methods.
How you define compatible objects in the TiledMap editor:
In your object layer, right-click an object and set its properties to those of the Body/Fixture/both (in case you're creating an object) you'd like, as defined in the used Box2DMapObjectParser.Aliases object.
For type, you have to choose Box2DMapObjectParser.Aliases.body, Box2DMapObjectParser.Aliases.fixture or Box2DMapObjectParser.Aliases.object.
To add Fixtures to a Body, add a Box2DMapObjectParser.Aliases.body property with the same value to each Fixture of a Body.
To create Joints, add any object to the layer and just put everything needed in its properties.
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| Box2DMapObjectParser.Aliases |
defines the Box2DMapObjectParser.aliases to use when parsing
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| Box2DMapObjectParser.Listener.Adapter |
Does nothing.
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| Box2DUtils |
provides methods for operations with Box2D Bodies, Fixtures and Shapes
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| Box2DUtils.Settings |
b2Settings.h
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| Box2DUtils.ShapeCache |
cached method results
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| Breakable |
Breaks bodies or fixtures if they get hit too hard.
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| Breakable.Callback.Adapter |
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| Breakable.Manager |
Manages the Breakables of the Contacts it receives.
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| Chain |
Holds Chain.segments and Chain.connections to simulate a chain.
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| Chain.Connection |
holds one or more joints
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| Chain.CopyBuilder |
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| Chain.DefBuilder |
a Chain.Builder that builds using a BodyDef, FixtureDef and Joint
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| Chain.DefShapeBuilder |
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| Chain.JointDefCopyBuilder |
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| ContactAdapter |
Override this if you only want to use a subset of methods of the ContactListener.
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| ContactMultiplexer |
a ContactListener that sends Contacts to an Array of ContactListeners
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| MouseJointAdapter |
an InputAdapter managing a MouseJoint
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| MouseJointAdapter.Listener.Adapter |
Does nothing and returns false.
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| PositionController |
moves a body to a position using forces
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| PositionController.D |
the derivative control loop component
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| PositionController.P |
the proportional control loop component
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| PositionController.PD |
a proportional-derivative controller
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| RotationController |
rotates a body to an angle using torque
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| RotationController.D |
the derivative control loop component
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| RotationController.P |
the proportional control loop component
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| RotationController.PD |
a proportional-derivative controller
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| WorldObserver |
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| WorldObserver.BodyChange |
the changes of a Body
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| WorldObserver.DistanceJointChange |
the changes of a DistanceJoint
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| WorldObserver.FixtureChange |
the changes of a Fixture
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| WorldObserver.FrictionJointChange |
the changes of a FrictionJoint
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| WorldObserver.GearJointChange |
the changes of a GearJoint
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| WorldObserver.JointChange<T extends com.badlogic.gdx.physics.box2d.Joint> |
the changes of a Joint
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| WorldObserver.Listener.Adapter |
A class that implements Listener.
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| WorldObserver.MotorJointChange |
the changes of a MotorJoint
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| WorldObserver.MouseJointChange |
the changes of a MouseJoint
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| WorldObserver.PrismaticJointChange |
the changes of a PrismaticJoint
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| WorldObserver.RevoluteJointChange |
the changes of a RevoluteJoint
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| WorldObserver.RopeJointChange |
the changes of a RopeJoint
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| WorldObserver.UnexpectedListener |
A Listener that calls another Listener on unpredictable/unexpected events.
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| WorldObserver.WeldJointChange |
the changes of a WeldJoint
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| WorldObserver.WheelJointChange |
the changes of a WheelJoint
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| WorldObserver.WorldChange |
the changes of a World
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