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Author: CogWheelz (posted 2014-07-30 21:08:39, viewed 97 times)

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public class TestScreenA implements Screen{
   
   @SuppressWarnings("unused")
   private MyGdxGame game;
   
   
   //Camera 
   private OrthographicCamera camera;
   
   
   
   //B2D
   private Box2DDebugRenderer b2dr;
   private World world;
   private static final int PPM = 6;
   SpriteBatch batch;
   
   
   public TestScreenA(MyGdxGame game) {
      
      
      
      
      this.game = game;
      
      //Camera
      camera = new OrthographicCamera(Gdx.graphics.getWidth()/ PPM, Gdx.graphics.getHeight()/ PPM);
      b2dr = new Box2DDebugRenderer();
      
      
      world = new World(new Vector2(0, -9.81f), true);
      
      
      
      //BALL
      BodyDef bDef = new BodyDef();
      bDef.type = BodyType.DynamicBody;
      bDef.position.set(67, 100);
      
      CircleShape ball = new CircleShape();
      ball.setRadius(10/ PPM);
      
      
      FixtureDef fDef = new FixtureDef();
      fDef.shape = ball;
      fDef.density = 4.62f;
      fDef.restitution = .75f;
      
      //Body body = world.createBody(bDef);
      //Fixture ballFix = body.createFixture(fDef);
      
      //ball.dispose();
      
      //BOX
      
      bDef.type = BodyType.StaticBody;
      bDef.position.set(0, 0);
      
      ChainShape ground = new ChainShape();
      ground.createChain(new Vector2[] {new Vector2(50, 70), new Vector2(100, 70)});
      
      fDef.shape = ground;
      
      //Body Ground = world.createBody(bDef);
      //Fixture groundFix = Ground.createFixture(fDef);
      
      
      
      
      
      
      
      // create platform
      BodyDef bdef = new BodyDef();
      bdef.position.set(160 / PPM, 120 / PPM);
      bdef.type = BodyType.StaticBody;
      Body b = world.createBody(bdef);
      
      PolygonShape shape = new PolygonShape();
      shape.setAsBox(50 / PPM, 5 / PPM);
      FixtureDef fdef = new FixtureDef();
      fdef.shape = shape;
      b.createFixture(fdef);
      
      // create falling box
      bdef.position.set(160 / PPM, 200 / PPM);
      bdef.type = BodyType.DynamicBody;
      b = world.createBody(bdef);
      
      shape.setAsBox(5 / PPM, 5 / PPM);
      fdef.shape = shape;
      fdef.restitution = .40f;
      fdef.density = 20;
      b.createFixture(fdef);
   
   }
   
   
   public void render(float delta) {
      //clears the screen with white
      Gdx.gl.glClearColor(1F, 1F, 1F, 1F);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
      
      camera.update();
      update(delta);      
      
      
      
      
      
      
      
      
      
      world.step(1.f/60.f, 6, 3);
            

      
      //Box2D
      
      //@Param renders world and uses
      b2dr.render(world, camera.combined);
      
      

   }

   public void update(float delta) {
      
   }
   
   public void resize(int width, int height) {
      
   }

   //first thing that happens before game starts pretty much
   public void show() {
      
      
      
   }

   
   public void hide() {
      
   }

   
   public void pause() {
      
   }

   
   public void resume() {
      
   }

   
   public void dispose() {
      
   }
}





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