Begin box2d physics implementation.

Created box2d bodies for all game entities (except shield)
Scale units down to box2d friendly units (40:1 <-> pixels:box2d)
Use floats in places integers were used for position and sizing
This commit is contained in:
Matt Low 2018-11-14 21:54:56 +04:00
parent fe2c68d39a
commit 0994289c7e
7 changed files with 278 additions and 88 deletions

View File

@ -46,6 +46,7 @@ project(":desktop") {
compile project(":core")
compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
compile "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-desktop"
}
}
@ -56,7 +57,9 @@ project(":core") {
dependencies {
compile "com.badlogicgames.gdx:gdx:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
compile "net.dermetfan.libgdx-utils:libgdx-utils:0.13.4"
compile "net.dermetfan.libgdx-utils:libgdx-utils-box2d:0.13.4"
}
}

View File

@ -6,19 +6,18 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.me.brickbuster.BrickBuster;
import com.me.brickbuster.Utils;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.me.brickbuster.state.PlayState;
import net.dermetfan.utils.Pair;
import java.util.Iterator;
public class Ball extends Entity implements PhysicsBody {
public class Ball extends Entity {
public static final int RADIUS = 45;
public static final float RADIUS = 1.2f;
public static final Color BALL_COLOR = Color.CHARTREUSE;
public static final float DEFAULT_SPEED = 1800;
public static final float BOOST_SPEED = 2200;
public static final float DEFAULT_SPEED = 45;
public static final float BOOST_SPEED = 55;
public static final int BLOCKS_FOR_BOOST = 39;
public Vector2 direction;
@ -26,16 +25,38 @@ public class Ball extends Entity {
private boolean isStuck = true;
private boolean isDead = false;
private Body body;
public Ball(PlayState state) {
super(state,BrickBuster.BOARD_WIDTH /2, state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
super(state,PlayState.BOARD_WIDTH/2, state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
this.speed = state.bricks.size() > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
BodyDef ballBody = new BodyDef();
ballBody.type = BodyDef.BodyType.DynamicBody;
ballBody.position.set(pos);
CircleShape ballShape = new CircleShape();
ballShape.setRadius(RADIUS);
FixtureDef ballFixture = new FixtureDef();
ballFixture.shape = ballShape;
ballFixture.restitution = 1f;
ballFixture.friction = 0f;
body = state.world.createBody(ballBody);
body.createFixture(ballFixture);
body.setUserData(this);
ballShape.dispose();
}
@Override
public void render(ShapeRenderer sr) {
sr.begin(ShapeType.Filled);
sr.setColor(BALL_COLOR);
sr.circle(pos.x, pos.y, RADIUS);
sr.circle(pos.x * PlayState.PIXEL_PER_METER,
pos.y * PlayState.PIXEL_PER_METER,
RADIUS * PlayState.PIXEL_PER_METER);
sr.end();
}
@ -49,55 +70,60 @@ public class Ball extends Entity {
}
}
Vector2 new_pos = pos.cpy().add(direction.cpy().scl(speed * dt));
boolean brickCollision = false;
Iterator<Brick> brickIterator = state.bricks.iterator();
while (!brickCollision && brickIterator.hasNext()) {
Brick brick = brickIterator.next();
Vector2[] vertices = brick.getVertices();
for(int i = 0; i < vertices.length; i++) {
Vector2 v1 = vertices[i];
Vector2 v2 = vertices[i+1 < vertices.length? i+1 : 0];
Vector2 segment = v2.cpy().sub(v1);
Vector2 nearest = Utils.nearestPoint(v1.cpy(), segment, new_pos.cpy());
if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
if (brick.hit()) {
brickIterator.remove();
}
Utils.reflect(direction, segment.nor());
brickCollision = true;
break;
}
}
// Vector2 new_pos = pos.cpy().add(direction.cpy().scl(speed * dt));
//
// boolean brickCollision = false;
// Iterator<Brick> brickIterator = state.bricks.iterator();
// while (!brickCollision && brickIterator.hasNext()) {
// Brick brick = brickIterator.next();
// Vector2[] vertices = brick.getVertices();
// for(int i = 0; i < vertices.length; i++) {
// Vector2 v1 = vertices[i];
// Vector2 v2 = vertices[i+1 < vertices.length? i+1 : 0];
// Vector2 segment = v2.cpy().sub(v1);
// Vector2 nearest = Utils.nearestPoint(v1.cpy(), segment, new_pos.cpy());
//
// if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
// if (brick.hit()) {
// brickIterator.remove();
// }
// Utils.reflect(direction, segment.nor());
// brickCollision = true;
// break;
// }
// }
// }
//
// if (new_pos.x + RADIUS > BrickBuster.BOARD_WIDTH || new_pos.x - RADIUS < 0) {
// Utils.reflect(direction, Utils.VERTICAL_EDGE);
// } else if (new_pos.y + RADIUS > BrickBuster.BOARD_HEIGHT) {
// Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
// } else if (state.getShieldCount() > 0
// && new_pos.y - RADIUS < PlayState.SHIELD_HEIGHT * state.getShieldCount()) {
// Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
// state.removeShield();
// } else if (new_pos.y + RADIUS < 0) {
// isDead = true;
// return;
// } else if (direction.y < 0 && new_pos.y <= state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS) {
// Pair<Vector2, Vector2> paddle = state.paddle.getTopEdge();
// Vector2 lineDir = paddle.getValue().sub(paddle.getKey());
// Vector2 nearest = Utils.nearestPoint(paddle.getKey().cpy(), lineDir, new_pos.cpy());
//
// if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
// paddleCollision();
// if (state.paddle.isSticky()) {
// return;
// }
// }
// }
//
// pos.add(direction.cpy().scl(speed * dt));
}
if (new_pos.x + RADIUS > BrickBuster.BOARD_WIDTH || new_pos.x - RADIUS < 0) {
Utils.reflect(direction, Utils.VERTICAL_EDGE);
} else if (new_pos.y + RADIUS > BrickBuster.BOARD_HEIGHT) {
Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
} else if (state.getShieldCount() > 0
&& new_pos.y - RADIUS < PlayState.SHIELD_HEIGHT * state.getShieldCount()) {
Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
state.removeShield();
} else if (new_pos.y + RADIUS < 0) {
isDead = true;
return;
} else if (direction.y < 0 && new_pos.y <= state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS) {
Pair<Vector2, Vector2> paddle = state.paddle.getTopEdge();
Vector2 lineDir = paddle.getValue().sub(paddle.getKey());
Vector2 nearest = Utils.nearestPoint(paddle.getKey().cpy(), lineDir, new_pos.cpy());
if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
paddleCollision();
if (state.paddle.isSticky()) {
return;
}
}
}
pos.add(direction.cpy().scl(speed * dt));
@Override
public Body getBody() {
return body;
}
public Vector2 paddleReflectAngle() {
@ -115,7 +141,12 @@ public class Ball extends Entity {
// launch at random angle between 135 and 45 degrees
float angle = MathUtils.random(MathUtils.PI/2) + MathUtils.PI/4;
direction = new Vector2(MathUtils.cos(angle), MathUtils.sin(angle));
}
//body.applyForceToCenter(new Vector2(0,Float.MAX_VALUE/2), true);
//body.setLinearVelocity(new Vector2(0,10000000));
body.setLinearVelocity(direction.cpy().scl(speed));
body.setBullet(true);
isStuck = false;
}

View File

@ -4,29 +4,35 @@ import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.me.brickbuster.entity.powerup.PowerUpType;
import com.me.brickbuster.state.PlayState;
public class Brick extends Entity {
public class Brick extends Entity implements PhysicsBody {
public static final Color DEFAULT_COLOR = Color.FOREST;
public static final int BRICK_WIDTH = 200;
public static final int BRICK_HEIGHT = 100;
public static final float BRICK_WIDTH = 5f;
public static final float BRICK_HEIGHT = 2.5f;
private PowerUpType powerUpType;
private Color color;
private Vector2[] vertices;
public Brick(PlayState state, PowerUpType powerUpType, int x, int y) {
private Body body;
public Brick(PlayState state, PowerUpType powerUpType, float x, float y) {
this(state, powerUpType, true, x, y);
}
public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, int x, int y) {
public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
this(state, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
}
public Brick(PlayState state, PowerUpType powerUpType, Color color, boolean hidePowerUp, int x, int y) {
public Brick(PlayState state, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
super(state, x, y);
this.powerUpType = powerUpType;
this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
@ -36,13 +42,34 @@ public class Brick extends Entity {
new Vector2(x + BRICK_WIDTH, y + BRICK_HEIGHT),
new Vector2(x, y + BRICK_HEIGHT)
};
BodyDef brickBody = new BodyDef();
brickBody.type = BodyDef.BodyType.StaticBody;
brickBody.position.set(pos.cpy());
PolygonShape brickShape = new PolygonShape();
brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2,
new Vector2(BRICK_WIDTH/2,BRICK_HEIGHT/2), 0);
FixtureDef brickFixture = new FixtureDef();
brickFixture.shape = brickShape;
brickFixture.friction = 0f;
body = state.world.createBody(brickBody);
body.createFixture(brickFixture);
body.setUserData(this);
brickShape.dispose();
}
@Override
public void render(ShapeRenderer sr) {
sr.begin(ShapeType.Filled);
sr.setColor(color);
sr.rect(getX(), getY(), BRICK_WIDTH, BRICK_HEIGHT);
sr.rect(getX()*PlayState.PIXEL_PER_METER,
getY()*PlayState.PIXEL_PER_METER,
BRICK_WIDTH*PlayState.PIXEL_PER_METER,
BRICK_HEIGHT*PlayState.PIXEL_PER_METER);
sr.end();
}
@ -50,6 +77,11 @@ public class Brick extends Entity {
public void update(float dt) {
}
@Override
public Body getBody() {
return body;
}
public boolean hit() {
if (state.bricks.size()-1 <= Ball.BLOCKS_FOR_BOOST) {
for (Ball ball : state.balls) {

View File

@ -6,31 +6,58 @@ import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Vector2;
import com.me.brickbuster.BrickBuster;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.me.brickbuster.state.PlayState;
import net.dermetfan.utils.Pair;
public class Paddle extends Entity {
public class Paddle extends Entity implements PhysicsBody {
public static final Color STICKY_COLOR = Color.GRAY;
public static final Color PADDLE_COLOR = Color.BLACK;
public static final int DEFAULT_WIDTH = 300;
public static final int PADDLE_HEIGHT = 30;
public static final int PADDLE_Y = 50;
public static final int PADDLE_SPEED = 1500;
private int width = DEFAULT_WIDTH;
public static final float DEFAULT_WIDTH = 7.5f;
public static final float PADDLE_HEIGHT = 0.75f;
public static final float PADDLE_Y = 1.25f;
public static final float PADDLE_SPEED = 40f;
private float width = DEFAULT_WIDTH;
private boolean sticky = false;
private Body body;
public Paddle(PlayState brickBuster) {
super(brickBuster, BrickBuster.BOARD_WIDTH / 2, PADDLE_Y);
super(brickBuster, PlayState.BOARD_WIDTH/2, PADDLE_Y);
BodyDef paddleBody = new BodyDef();
paddleBody.type = BodyDef.BodyType.KinematicBody;
paddleBody.position.set(pos);
EdgeShape paddleShape = new EdgeShape();
paddleShape.set(new Vector2(-DEFAULT_WIDTH/2,PADDLE_HEIGHT),
new Vector2(DEFAULT_WIDTH/2, PADDLE_HEIGHT));
FixtureDef paddleFixture = new FixtureDef();
paddleFixture.shape = paddleShape;
paddleFixture.isSensor = true;
body = state.world.createBody(paddleBody);
body.createFixture(paddleFixture);
body.setUserData(this);
paddleShape.dispose();
}
@Override
public void render(ShapeRenderer sr) {
sr.begin(ShapeType.Filled);
sr.setColor(sticky? STICKY_COLOR : PADDLE_COLOR);
sr.rect(getX() - width/2, getY(), width, PADDLE_HEIGHT);
sr.rect((getX() - width/2) * PlayState.PIXEL_PER_METER,
getY() * PlayState.PIXEL_PER_METER,
width * PlayState.PIXEL_PER_METER,
PADDLE_HEIGHT * PlayState.PIXEL_PER_METER);
sr.end();
}
@ -50,8 +77,8 @@ public class Paddle extends Entity {
}
}
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
if (pos.x + width/2 + PADDLE_SPEED * dt > BrickBuster.BOARD_WIDTH) {
setX(BrickBuster.BOARD_WIDTH - width/2);
if (pos.x + width/2 + PADDLE_SPEED * dt > PlayState.BOARD_WIDTH) {
setX(PlayState.BOARD_WIDTH - width/2);
return;
}
pos.x = pos.x + PADDLE_SPEED * dt;
@ -64,6 +91,11 @@ public class Paddle extends Entity {
}
}
@Override
public Body getBody() {
return body;
}
public Pair<Vector2, Vector2> getTopEdge() {
return new Pair<Vector2, Vector2>(
new Vector2(pos.x - width/2, pos.y + PADDLE_HEIGHT),
@ -71,11 +103,11 @@ public class Paddle extends Entity {
);
}
public int getWidth() {
public float getWidth() {
return width;
}
public void setWidth(int width) {
public void setWidth(float width) {
this.width = width;
}

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@ -0,0 +1,11 @@
package com.me.brickbuster.entity;
import com.badlogic.gdx.physics.box2d.Body;
public interface PhysicsBody {
Body getBody();
//public void handleCollission(Entity other);
}

View File

@ -4,29 +4,55 @@ import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.me.brickbuster.Utils;
import com.me.brickbuster.entity.Entity;
import com.me.brickbuster.entity.PhysicsBody;
import com.me.brickbuster.state.PlayState;
import net.dermetfan.utils.Pair;
public abstract class PowerUp extends Entity {
public abstract class PowerUp extends Entity implements PhysicsBody {
public static final int RADIUS = 45;
public static final int FALL_SPEED = 600;
public static final float RADIUS = 1.2f;
public static final float FALL_SPEED = 15f;
private Color color;
private boolean isCaught;
private Body body;
public PowerUp(PlayState state, Vector2 pos, Color color) {
super(state, pos);
this.color = color;
BodyDef ballBody = new BodyDef();
ballBody.type = BodyDef.BodyType.DynamicBody;
ballBody.position.set(pos);
CircleShape ballShape = new CircleShape();
ballShape.setRadius(RADIUS);
FixtureDef ballFixture = new FixtureDef();
ballFixture.shape = ballShape;
ballFixture.isSensor = true;
body = state.world.createBody(ballBody);
body.createFixture(ballFixture);
body.setUserData(this);
ballShape.dispose();
}
@Override
public void render(ShapeRenderer sr) {
sr.begin(ShapeType.Filled);
sr.setColor(color);
sr.circle(getX(), getY(), RADIUS);
sr.circle(getX() * PlayState.PIXEL_PER_METER,
getY() * PlayState.PIXEL_PER_METER,
RADIUS * PlayState.PIXEL_PER_METER);
sr.end();
}
@ -48,6 +74,11 @@ public abstract class PowerUp extends Entity {
}
}
@Override
public Body getBody() {
return body;
}
public abstract void activate();
public boolean isCaught() {

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@ -4,6 +4,8 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import com.me.brickbuster.BrickBuster;
import com.me.brickbuster.entity.Ball;
import com.me.brickbuster.entity.Brick;
@ -14,12 +16,30 @@ import java.util.*;
public class PlayState extends State {
public static final int SHIELD_HEIGHT = 30;
public static final float PIXEL_PER_METER = 40f; // Board dimension: 54x96 meters
public static final float BOARD_WIDTH = 54f;
public static final float BOARD_HEIGHT = 96f;
public static final float EDGE_PADDING = .125f;
public static final float SHIELD_HEIGHT = 0.75f;
public static final float POWERUP_CHANCE = 0.15f;
public static final int COLUMNS = 9;
public static final int ROWS = 8;
public static final Vector2 lowerLeftCorner =
new Vector2(EDGE_PADDING,EDGE_PADDING);
public static final Vector2 lowerRightCorner =
new Vector2(BrickBuster.BOARD_WIDTH/PIXEL_PER_METER-EDGE_PADDING,EDGE_PADDING);
public static final Vector2 upperRightCorner =
new Vector2(BrickBuster.BOARD_WIDTH/PIXEL_PER_METER-EDGE_PADDING, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER-EDGE_PADDING);
public static final Vector2 upperLeftCorner =
new Vector2(EDGE_PADDING, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER-EDGE_PADDING);
public World world;
public Body playArea;
public List<PowerUp> powerUps;
public Paddle paddle;
public List<Ball> balls;
@ -28,28 +48,54 @@ public class PlayState extends State {
private int shieldCount = 0;
private float updateTime = 0f;
private final Box2DDebugRenderer debugRenderer;
public PlayState(BrickBuster game) {
super(game);
debugRenderer = new Box2DDebugRenderer();
}
@Override
public void setup() {
// Initialize a world with no gravity
world = new World(new Vector2(), false);
// define a playArea body with position set to 0
BodyDef playAreaDef = new BodyDef();
playAreaDef.position.set(new Vector2());
EdgeShape screenEdge = new EdgeShape();
playArea = world.createBody(playAreaDef);
// Right edge
screenEdge.set(lowerRightCorner, upperRightCorner);
playArea.createFixture(screenEdge, 0f);
// Top edge
screenEdge.set(upperRightCorner, upperLeftCorner);
playArea.createFixture(screenEdge, 0f);
// Left edge
screenEdge.set(upperLeftCorner, lowerLeftCorner);
playArea.createFixture(screenEdge, 0f);
// Bottom edge
screenEdge.set(lowerLeftCorner, lowerRightCorner);
playArea.createFixture(screenEdge, 0f);
screenEdge.dispose();
powerUps = new ArrayList<PowerUp>();
paddle = new Paddle(this);
int brick_padding = (BrickBuster.BOARD_WIDTH - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
float brick_padding = ((BrickBuster.BOARD_WIDTH/PIXEL_PER_METER) - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
bricks = new ArrayList<Brick>();
for (int col = 0; col < COLUMNS; col++) {
for (int row = 0; row < ROWS; row++) {
int x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
int y = brick_padding + Brick.BRICK_HEIGHT + (row * (Brick.BRICK_HEIGHT + brick_padding));
float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
float y = brick_padding + Brick.BRICK_HEIGHT + (row * (Brick.BRICK_HEIGHT + brick_padding));
PowerUpType powerUpType = null;
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
powerUpType = PowerUpType.getWeightedRandom();
}
bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT - y));
bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER - y));
}
}
@ -84,11 +130,15 @@ public class PlayState extends State {
game.font.draw(game.sb, String.format("FPS: %d Update: %.2f ms Render: %.2f ms",
Gdx.graphics.getFramesPerSecond(), updateTime/1000000f, renderTime/1000000f), 10, BrickBuster.BOARD_HEIGHT-10);
game.sb.end();
debugRenderer.render(world, game.cam.combined.cpy().scl(PIXEL_PER_METER));
}
@Override
public void update(float dt) {
long start = System.nanoTime();
world.step(dt, 6, 2);
paddle.update(dt);
for (Iterator<Ball> it = balls.iterator(); it.hasNext();) {