I got a problem on Box2d I'm new on Box2d so couldnt handle it movement of my player. I want to move my player to the left and right when the user touch left and right buttons in my game. in my game player already going through the up y axis . I wanted see cool smooth animation while controlling player. I just couldnt move my player to the left how can I do that ? thanks in advance
//EDITED
I created a fixture for testing , I can move fixture but not my player. how can I attach my player sprite to body ? and I have to find a proper way to controlling body. it wont stop once you started. this is my codes
public World world;
public Body bplayer;
public Box2DDebugRenderer b2dr;
public Matrix4 cameraBox2D;
PlayScreen
buttonimage.addListener(new ClickListener() {
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button)
{
bplayer.setLinearVelocity(-5*PPM , 0);
return true;
}
});
world = new World(new Vector2(player.getPosition().x , player.getPosition().y) , false);
b2dr = new Box2DDebugRenderer();
bplayer = createPlayer(player.getPosition().x , player.getPosition().y);
show method
buttonimage.setPosition(160,0);
rightbuttonimage.setPosition(320,0);
pauseimage.setPosition(220,-20);
cameraBox2D = camera.combined.cpy();
Render method
Gdx.gl.glClearColor(0, 0, 2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
sb.setProjectionMatrix(camera.combined);
player.position.y += 500 * Gdx.graphics.getDeltaTime();
sb.begin();
sb.draw(bg, 0, camera.position.y - (camera.viewportHeight/2));
sb.draw(player.sprite, player.getPosition().x , player.getPosition().y);
for (Tube tube : tubes) {
sb.draw(tube.getlefttube(), tube.getposlefttube().x, tube.getposlefttube().y);
sb.draw(tube.getrighttube(), tube.getposrighttube().x, tube.getposrighttube().y);
sb.draw(tube.getLight() , tube.getPoslight().x , tube.getPoslight().y);
}
delta*=speed;
sb.end();
update(delta);
b2dr.render(world , cameraBox2D);
stage.draw();
app.batch.begin();
app.font23.draw(app.batch,"Lights collected :" + dropsGathered , 0, 720);
app.batch.end();
cameraUpdate method
Vector3 position = camera.position;
position.x = player.position.x;
position.y = player.position.y;
camera.position.set(position);
createPlayer method
Body pBody;
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.DynamicBody;
def.position.set(x * PPM, y * PPM );
def.fixedRotation = true;
pBody = world.createBody(def);
return pBody;
update method
world.step(1 / 60f , 6 , 2);
for(int i = 0; i < tubes.size; i++) {
Tube tube = tubes.get(i);
if (camera.position.y - (camera.viewportWidth/2) > tube.getposlefttube().y + tube.getlefttube().getWidth()) {
tube.reposition(tube.getposlefttube().y + ( TUBE_COUNT) );
}
if (tube.collides(player.getBounds())){
app.setScreen(new GameOver(app));
}
if (tube.gathered(player.getBounds())){
dropsGathered++;
}
if (dropsGathered >= 50){
//app.setScreen(new Stage2(app));
}
}
camera.update();
handleInput();
camera.position.y = player.getPosition().y + 300;
player.update(delta);
camera.update();
cameraUpdate(delta);
stage.act(delta);