Box2D Android Manual

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Box2D Android Manual

Box2D Android Manual

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Box2D Android Manual

It is one of the most popular physics libraries for 2D games and has been ported to many languages and many different engines, including libgdx. Therefore, the excellent official Box2D manual (PDF) may also come in handy. Thus a manual installation is required. It does not however render the objects for you; for that you will use libgdx graphics functions. That said, libgdx does come with a Box2D debug renderer which is extremely handy for debugging your physics simulations, or even for testing your game-play before writing any rendering code. These values can be anything you like, but remember to stick to a constant scale.Generally we want objects to sleep as this conserves CPU usage, but there are situations where you might not want your objects to sleep. You generally will not use this in a released version of your game, but for testing purposes we will set it up now like so: Stepping basically updates the world objects through time. The best place to call our step function is at the end of our render() loop. In a perfect world everyone's frame rate is the same In most cases you want this to be a fixed time step.For now we will leave these at 6 and 2, but you can read more about them in the Box2D documentation. See this article for an excellent discussion on the use of variable time steps. To do this with our debug renderer we do the following: The world steps but we don’t see anything as we don’t have anything to interact with it. So now we’re going to add some objects. Our fixtures can be any shape you can imagine or you can combine a variety of different shaped fixtures to make the shape you want. Shape is obvious. Density is the mass per square metre: a bowling ball is very dense, yet a balloon isn’t very dense at all as it is mainly filled with air. Restitution is how bouncy something is: a rock would have a very low restitution but a basketball would have a fairly high restitution.

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A body with a restitution of 0 will come to a halt as soon as it hits the ground, whereas a body with a restitution of 1 would bounce to the same height forever. Each type is described below. Dynamic bodies are suitable for any object which needs to move and be affected by forces. If you run the game now you should see a ball fall down the screen. This is still fairly boring though, as it has nothing to interact with. So let's create a floor for our ball to bounce on. Dynamic bodies are affected by static bodies. Static bodies are perfect for ground, walls, and any object which does not need to move. Static bodies require less computing power. This is much like creating our dynamic body earlier. If all you need to specify is a shape and a density, the createFixture method has a useful overload for that. Play around with some of the different values for the ball like density and restitution and see what happens. Like static bodies, they do not react to forces, but like dynamic bodies, they do have the ability to move. Kinematic bodies are great for things where you, the programmer, want to be in full control of a body's motion, such as a moving platform in a platform game. Once created, you can control the velocity like this: For example, a rocket lifting off would slowly have forces applied as the rocket slowly begins to accelerate. For example, playing Pac-Man the character always moved at a constant speed and achieved instant velocity upon being moved. If the force is not applied to the center of mass, it will generate torque and affect the angular velocity. As with forces, if the impulse is not applied at the center of a body, it will create torque which modifies angular velocity.Sometimes this behavior is undesired. For example, you may be applying a steady force and want to allow the body to sleep to improve performance. In this case you can set the wake boolean value to false. For this example we have already created a Dynamic Body named 'player'.

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Now it's just a matter of applying a linear impulse when a key is pressed. Using initialize helps with ensuring that all joint parameters are set. Destroying the body also destroys joints connected to it. This helps when saving and loading a game. It provides 2D translational friction and angular friction. Either joint can be a revolute or prismatic joint.A typical usage is to control the movement of a dynamic body with respect to the ground. It attempts to drive a point on a body towards the current position of the cursor. There is no restriction on rotation. A prismatic joint prevents relative rotation. Therefore, a prismatic joint has a single degree of freedom. The pulley connects two bodies to ground and to each other. As one body goes up, the other goes down. The total length of the pulley rope is conserved according to the initial configuration. The revolute joint has a single degree of freedom: the relative rotation of the two bodies. This is called the joint angle It has no other effect. Warning: if you attempt to change the maximum length during the simulation you will get some non-physical behavior. A model that would allow you to dynamically modify the length would have some sponginess, so I chose not to implement it that way. See b2DistanceJoint if you want to dynamically control length. A weld joint may distort somewhat because the island constraint solver is approximate. You can use a joint limit to restrict the range of motion and a joint motor to drive the rotation or to model rotational friction. This joint is designed for vehicle suspensions. Out of the box you can easily create boxes (as seen in the section Static Bodies section) and circle shapes (as seen in the Dynamic Bodies section). An example of how to import a shape into your game using box2d-editor is available on Libgdx.info. You can set the user data to your game object and then update the object's position based on the Box2D body.

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This is useful when one needs to be in complete control of what happens when two shapes collide. For example, think of a drone that has some kind of circular distance of sight. This body should follow the drone but shouldn't have a physical reaction to it, or any other bodies. It should detect when some target is inside it's shape. An example would be: The methods are passed a Contact object, which contain information about the two bodies involved. The beginContact method is called when the object overlap another. When the objects are no longer colliding, the endContact method is called. Depending on the application design, the Entity class should be referenced in the Body or Fixture user data, so we can use it from the Contact and make some changes (e.g. change the player health). Covers a lot of different problems which you will more than likely run across in your game development Use RubeLoader for loading RUBE data into libgdx. Reload to refresh your session. Reload to refresh your session. Luckily, modern technologies offer a ton of ways to do that. In today’s article, we’ll show you how to create an Android game using a simple yet robust library called libGDX(box2d). With libGDX(box2d), you can also develop games for other platforms, including Web, iOS, Windows, Linux, MacOS, and even Blackberry, not just Android. The code is cross-platform, so you don’t need to write several apps. You can create one and it will run across all the platforms, which makes libGDX(box2d) a huge time-saver. As for the technical side, libGDX(box2d) consists of several modules that can provide you with such cool features as the ability to manage light behavior, create AI-based game characters, use different input types, etc. However, there is more. Thanks to its high performance, you can also create 3D games using libGDX(box2d). That said, let’s consider the main steps of developing a 2D game using libGDX(box2d).

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(At the end of this article, we’ve also included a list of links that should help you getting started with the library). STEP 0: Install libGDX First, you need to create a project. Download and run the SetupApp, which is available by the following link: Here, you can choose the platforms and libraries your game will support. For this specific project, however, you’ll need Box2d: After creating the project, open it and go to the Core module in the main application class. Delete all the unnecessary resources and objects to have the same code as follows: STEP 1: Set and configure camera To create a 2D game, you need to create a camera with the orthographic projection fitting to the size of the device screen. You need to introduce the scaling factor SCALE for the possible mass scale of the camera. For display on the screen, you’re going to use pixels per meter since Box2D works with meters. In this case, the number of pixels should be set to 32. Thus, for one block (meter), there will be 32 pixels. The result should be a white screen: STEP 2: Create World and add Player Next, you need to create a word object in which you’ll set the gravity vector: After that, create the player object. To see the boundaries of the Player object, add the Box2DDebugRenderer to the MyGdxGame class, which will render to the Body objects. In the Update method, update the world object When that’s done, tie the camera to the Player’s coordinates This is how full content of the MyGdxGame class should look like: Next, you need to create the Player class.

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Create BodyDef and declare its position and behavior DynamicBody: Create a PolygonShape, a square shape and with the specified size: When creating Player, you transfer the World object into it: Also, you need to specify the path to the image and the initial position: Here is how the full content of the Player class should look like: As a result, you should see a red square on the screen: STEP 3: Add textures Now it’s time to add some textures to the game. Add the picture cat.png for the player in the assets folder: In the Player class, specify the path to the texture; the path to the image is relative to the Assets folder: Create SpriteBatch, Texture objects: In the render () method, you need to draw the textures: Let’s change the color of the screen to a more pleasant one: For Batch, set up the projection matrix: Here is how the full content of the MyGdxGame class should look like: As a result, you should see a game object with a bound texture: STEP 4: Create game map with Tiled To create a map, you need a tile set. You can find it or create it yourself in a graphic editor. Also, you need Tiled to create a map from tiles. It’s available via the following link: After you’ve created a new map, you need to draw separate layers: tiles — a layer of textures; bounds — a layer of lines, the boundaries of the world; ground — a layer of lines, an object from which you can repulse; dangers — a layer of lines, dangerous areas which inflict damage upon contact. For bouncing, the Player’s applyForceToCenter() method will be called. For horizontal movement, you need to call setLinearVelocity(): Call intputUpdate () in the update () method To track the touch with surfaces in the onCreate () method, set WorldContactListener: Create WorldContactListener: To store the jump and life state in Player, you need to add: Go to the input method.

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There, you need to create the PlayerUpdate () method to check whether the game object is still alive and, in the opposite case, delete it from the World and create a new object Player: libGDX documentation; libGDX wiki; libGDX on GitHub; Conclusion In this post, we’ve showed you how to develop a 2D game for Android using libGDX(box2d). As you can see, even such a complex task as creating a mobile game can be relatively easy; you just need to break it down into smaller steps. For now, we’ve only used this library to develop 2D games, but maybe some of you have already had experience in making three dimensional apps with libGDX(box2d). Also, if you liked the article, please support it with claps and by hitting the subscribe button. JetRuby We are a team of web and mobile development jedi. Follow 1.7K Mobile Game Development Android Game Development Mobile App Development Libgdx Jetruby Technical 1.7K claps 1.7K claps Written by JetRuby Agency Follow JetRuby is a Digital Agency that doesn’t stop moving. We expound on subjects as varied as developing a mobile app and through to disruptive technologies. Follow JetRuby Follow We are a team of web and mobile development jedi. We believe sharing knowledge pushes the industry forward and creates communication bridges. Our technical expertise includes Ruby on Rails, ReactJS, Elixir, Swift, Kotlin, React Native, and many more. Follow Written by JetRuby Agency Follow JetRuby is a Digital Agency that doesn’t stop moving. JetRuby Follow We are a team of web and mobile development jedi. More From Medium Firebase Cloud Storage How-to and Use Case JetRuby Agency in JetRuby Simple Guide To Building Your First Instant App JetRuby Agency in JetRuby Custom Gallery For Android Mobin Munir in AndroidPub Working with ExoPlayer?—?The clean way?—?

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and customization Prashant Barahi in MindOrks Android Notifications in 5 Minutes Brandon Wever in Atomic Robot Android Image Lighting Control and Color Filtering Elye in Better Programming Android Image Color Change With ColorMatrix Elye in Better Programming Discover Medium Welcome to a place where words matter. On Medium, smart voices and original ideas take center stage - with no ads in sight. Watch Make Medium yours Follow all the topics you care about, and we’ll deliver the best stories for you to your homepage and inbox. Explore Become a member Get unlimited access to the best stories on Medium — and support writers while you’re at it. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.That will get you up and running with some basic examples. Once you're beyond the basics, using the box2d manual will fill in all the details. It's very easy to read, and it's not hard to translate C to Java. Can I get an invitation? Using box2d with libgdx (where it is integrated) is going to be a whole different ballgame. Browse other questions tagged android box2d game-physics libgdx or ask your own question. If so what kind? I won't go into details about how to set up the SDK since Android alreadyUse whatever you'dSee the screenshot belowThose includedJust keep in mind that this guide is written with. Android Studio in mind so you may have to make some adjustments to get it toNotice that it has Project to the right of it while the others say Module.Click Sync Now in theThis will downloadStudio's menu bar.

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However, theAlternatively, you can justThis is what I personallyIt provides a SpriteBatch, whichAs a Java programmer, you might instinctively want to do something like this:You should get anThis is because LibGDX uses a native library, whichSo the onlyLibGDX has its own way of cleaning upLetting the garbage collectorIt could cause lag andThis is a professional sprite sheet packer andGo ahead and download a copy of that now if you don't already have one.It makes it a lotOpen the app now, and drag the raw-assets If you expandDon't worry about their colors in theIt tells theThe format it uses isAll we have to do isI don't want you to deleteLet's remove the sample image and replace itTo do that, delete the Texture img; line, and anyThen create a new variable for our sprite, andNote that drawing sprites is done differently than drawing textures. With aI will go into detail about how this worksThe full code for our PhysicsGame class should now look like this:Let's change that to a nice skyInstead it just shrinks or grows in theHere's how to do that:We will need toLet's update our render code to look like this:Let's go ahead and draw twoLet's fix that byHere's what our class looks likeThis call should only be made once at theThis means that -10 will pull our physicsI could write a full article onThe fixtures are what the physics objectsThe bodies arePhysicsEditorOnce you have that open,Name it sprites.pes PhysicsEditor, or we don't exactly have anything to load. Let's start with theIt looks likeYou can thenDouble-click on a vertex to delete it. Double-click outside of the shape to add a vertex to the closest edge.Click above to load the video and player from youtube.The reason I didClearly the fewer vertices you add to your spritesSo using circles where possible will theoretically increase the performance ofThis means that at a screenThe PhysicsEditor application is set upIn fact all you reallyInstead of initializing it withOne, it gives us a constant size to work with.

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WeIt's 50 meters wide, by 50 metersIt will now only take 0.42Much better than theI would like to be ableWe're working with meters now, notI didn't delete the code that drew theThis will put them atJava wrapper around it.You'll also want to putI'll show theHere's an example ofBecause it's drawing only the polygons, itHere's the changes I made:Let's give itFor this I'm going to just create a single meter tallThe createBody codeTo make things easy, I just destroy the old ground and create a new one whenThen I create a FixtureDef, which contains a rectangleThe rest of theThe Box2D debug renderer shows the banana rotate, butLet's update the drawSprite So we'll need to makeYou'll notice howIt just kind of falls, then slides around. The groundEdit the createGround method,PhysicsEditor we can make some simple adjustments to give each of our fixturesHere's what they mean:Try adjusting it toPlease share! Clone it using git. It is automatically set to the any created world, if not currently set. If a second world is created and should be used as default for new Body objects, this property should be updated: See why and the Felgo roadmap. FlxBox2D is a wrapper for Box2D through libgdx. Box2D is not something simple to start off directly. The manual can be downloaded here. If you don’t like reading the manual, there is also a website that teaches you from scratch. Some variables are already set as default or differ from Box2D. Radians to Degrees Box2D uses radians, but FlxBox2D converts them to degrees. To get Box2D objects working your state needs to inherit B2FlxState instead FlxState. The World will be created in B2FlxState and this will also avoid the spiral of death, because flixel uses delta time step while Box2D uses fixed time step. B2FlxState solves this by using fixed delta time step. It requires a fixture and body definition before it finally become a body that can freely move in the world.

Fortunately FlxBox2D significantly simplify instantiation of bodies and provide a simple way to skin bodies with custom graphics. Box shape new B2FlxBox ( 50, 50, 50, 50 )There are five different shapes you can create. Combining shapes together is also possible.All of them are created about the same way.The debug settings can be found in B2FlxDebug. The collision filter has three variables: categoryBits The shape that belongs to.I'm categoryBits and collide with MaskBits.Zero means no collision group. Non-zero group filtering always wins against the mask bits. This tutorial ( ) clearly tells how collision in Box2D works and it’s recommended you read this first. The collision in Box2D happens with a listener. This means the collision check mustn’t be put inside the update loop. The event listener is created on default when B2FlxState is initialized. In FlxBox2D the B2FlxContactManager makes things a little easier. The only things you need to do are choosing the contact type and pass the categoryBits or groupIndex and the callback. Take a look below for an example.This example was single object handling, but you can also collide single against group and group against group. Check this example for the rest of the code. Examples: Demos to learn other classes. Advanced stuff with Box2D at iforce2d. Please improve this by adding secondary or tertiary sources. ( January 2015 ) ( Learn how and when to remove this template message ) It can simulate bodies composed of convex polygons, circles, and edge shapes. Bodies are joined together with joints and acted upon by forces. The engine also applies gravity, friction, and restitution.Box2D Lite uses many of the same algorithms as Box2D, but has a smaller feature set.Retrieved 14 August 2015. By using this site, you agree to the Terms of Use and Privacy Policy. This tool generates you a Gradle powered scaffoldThese are the platforms you'd like to target.

The LibGDX maintained extensions area shown on the main page, they include: Great to manipulate font size dynamically. However be aware that it does not work with HTML target if you cross compile for that target. Ignored if android module is excludedThe layout will change slightly depending on what platforms Instead, the dependency management system relies on a file in your source tree that specifies the names and versions of the libraries you need to be included in your application. Adding, removing and changing the version of a 3rd party library is as easy as changing a few lines in that configuration file. The dependency management system will pull in the libraries you specified from a central repository (in our case Maven Central) and store them in a directory outside of your project. This is especially useful if you use a build or continuous integration server, where IDEs aren't readily available. Instead, the build server can call the build system, providing it with a build configuration so it knows how to build your application for different platforms. Both are configured in the same set of files. What about velocity. Density? Anything else? If you mean unit conversion not rounding, then just write the units for every value out and convert the ones that don't match.If you decide that physics is working in meters and your editor works in pixels then you will need to convert everything that has meters in its units. It is probably easiest to just write them all out. Beware of hidden ones. Downloads and issue tracker are at the Github project page, and the wiki is still on Google Code Happy with the engine. Want to buy me a beer. Want to see more development. Additional terms apply.Our payment security system encrypts your information during transmission. We don’t share your credit card details with third-party sellers, and we don’t sell your information to others. Please try again.Please try again.Please try your request again later.

Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you’ve played Tiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig, then you’ve played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It’s easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy. Learning Cocos2D walks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you’ll learn everything you need to know about Cocos2D so you can create the next killer iOS game. Download the free version of Space Viking from the App Store today. Help Ole find his way home while learning how to build the game. As you build Space Viking, you’ll learn how to Install and configure Cocos2D so it works with Xcode 4 Build a complete 2D action adventure game with Cocos2D Add animations and movement to your games Build your game’s main menu screen for accessing levels Use Cocos2D’s Scheduler to make sure the right events happen at the right times Use tile maps to build scrolling game levels from reusable images Add audio and sound effects with CocosDenshion—Cocos2D’s sound engine Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines Add amazing effects to your games with particle systems Leverage Game Center in your game for achievements and leader boards Squeeze the most performance from your games along with tips and tricks Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required. Register a free business account Beyond that, the book also provides one of the best introductions to Box2D available.

After reading this book you will have a firm grasp of the framework, and you will be able to create a few different types of games. Rod and Ray get you quickly up to speed with the basics in the first group of chapters. The later chapters cover the more advanced features, such as parallax scrolling, CocosDenshion, Box2D, Chipmunk, particle systems, and Apple Game Center. The authors’ writing style is descriptive, concise, and fun to read.These days Rod enjoys helping others get started on their paths to making games. Originally from Rio de Janeiro, Brazil, Rod lives in Atlanta, Georgia, with his wife and sons. Ray Wenderlich is an iPhone developer and gamer and the founder of Razeware, LLC. Ray is passionate about both making apps and teaching others the techniques to make them. He has written a bunch of tutorials about iOS development, available at www.raywenderlich.com. If you are a seller for this product, would you like to suggest updates through seller support ? Amazon calculates a product’s star ratings based on a machine learned model instead of a raw data average. The model takes into account factors including the age of a rating, whether the ratings are from verified purchasers, and factors that establish reviewer trustworthiness. Please try again later. joseph c. 4.0 out of 5 stars Though I have a fair amount of years developing applications, I have ZERO experience on creating any games under any frameworks, not even something like tic tac toe or even text based games. I don't have difficulties following the explanations or the examples in the book when they work. I'm currently on chapter 3 of the book, so this is just my current impression and experiences. I will update once I finish the book, or at least a large part of it. The book is written for cocos2d version 0.99.5 and I am using version 2.0 (the lastest stable) so I expected it to be different, and I expected the code example to be a little outdated.

First and foremost, the explanations in the book are very clear. For a newbie game developer like myself I find the explanations really helped me fill in the gap in my knowledge on how games work. The example code for the most part work out as is. And I like very much how all the graphics are included from the author's site (which I think moved, but I was able to find it without too much difficulty), so I don't need to waste time making my own graphics or trying to find images just to use with the example code. As I said, it's not written for the 2.0 cocos2d version, so some code may have to be changed or replaced for the example to work properly. With my limited experience using the cocos2d framework and the explanation in the book, I was able to modify the code to work properly so far. An example of the code not working out of the box is in chapter 2, where you add the gameplay layer and the background layer to the gamescene. The example have you add the layers in the init() method, however, I think in the new framework, the orientation of the device is not set up yet, so the background image and the viking sprite appears a little off, since the dimension of the device is 768x1024 (portrait mode) instead of 1024x768 (landscape mode). But once I moved the code to the onEnter method, the orientation is properly set then, and the sprites loaded in the properly place. Also, sneakyinput library that was used didn't work for me, so I used zJoystick instead and hopefully later in the book I won't encounter any problems using it in the example. It would have been nice if the author showed how to create your own joystick from scratch instead, though it might add 1 or two more chapters to the book. I do feel like it's an important aspect of game development, as the libraries for joystick input are over 2 years old without any updates, and there doesn't seem to be any freely available libraries.

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