Back to project page Collide.
The source code is released under:
GNU General Public License
If you think the Android project Collide listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
// Copyright 2012 S.Lakshminarayanan (www.s-ln.in) // This file is part of Collide. ///*from w w w .j ava 2 s . co m*/ // Collide is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // Collide is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Collide. If not, see <http://www.gnu.org/licenses/>. package com.invader.collide; import org.andengine.entity.scene.Scene; import org.andengine.entity.sprite.AnimatedSprite; import org.andengine.extension.physics.box2d.PhysicsConnector; import org.andengine.extension.physics.box2d.PhysicsFactory; import org.andengine.extension.physics.box2d.PhysicsWorld; import org.andengine.opengl.vbo.VertexBufferObjectManager; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; //THis class is responsible for the vortexes public class Hole { AnimatedSprite sprite; Body body; public Hole(float X,float Y) { FixtureDef objectFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f,0.1f); sprite = new AnimatedSprite(X, Y,Constants.hole_sprite_texture , Constants.vbom); body=PhysicsFactory.createCircleBody(Constants.physicsWorld, sprite, BodyType.KinematicBody,objectFixtureDef); body.setUserData("HOLE"); sprite.animate(60); Constants.LevelScreen.attachChild(sprite); Constants.physicsWorld.registerPhysicsConnector(new PhysicsConnector(sprite, body, true, true)); } }