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Physicseditor libgdx
Physicseditor libgdx










physicseditor libgdx physicseditor libgdx

On the mines level it is used to trigger the bat sounds (on the same trigger area that is used to generate the bat particles) and the water splashes when jumping in and out of the water in the final section. An area can be defined on the map to act as a trigger and enter and exit sounds can be applied to that. Triggers work much like the particle triggers I already had in place. When the level loads any ambience markers in the level are processed and the relevant sounds loaded and played on a constant loop throughout the level.Įmitters constantly emit a looping sound and have an audible range, the volume increases and decreases using an inverse square falloff to simulate correct sound falloff, in the mines level it is used for the truck engine, water drips and the chicks in the nest. Most of yesterday was spent updating the level editor to allow placement of sound ambience, emitters and triggers.Īmbience is as it sounds (pun intended!). In order to get that ready the game was missing one very vital piece, sound. So I finished the mines level this weekend and have posted the game play video on the home blog. Ability to change a physics body's friction and restitution, this will allow the creation of many different kinds of material such as sticky or bouncy.Ability to change a physics body's density, currently they are always directly proportional to the body's physical size.Introduce ropes in some way either through rope joints or emulated through linking bodies using revolute joints.Introduce weld joints to custom bodies allow much more complex shapes to be created.The ability to have physics bodies interact with impulse areas, currently these are limited to Hoot herself only and are used for water spouts etc.The following list should cover much of what i need and are all easy to implement using the box2d engine I am using in conjunction with LibGDX: What this means however is that I am missing a few things in the physics part of the editor that will allow me to create flexible physics systems. In another there is a large pit linked to a nest, by filling the pit with weights from around the upper levels the nest slowly raises up until it is reachable (this one seems great in my mind, not sure how it's going to play out!).

#PHYSICSEDITOR LIBGDX SERIES#

To give some examples, one level will contain a series of barns to pass through to get to the nest each one containing a different, increasingly difficult physics based puzzle to proceed. As previously stated some levels have been completed but these tend to weigh in more on the platformer side than the physics puzzle side and so many of the remaining levels I have yet to start design on have been conceived to use much more physics. So finally I have reached the point where I have the concept for every single level figured out in my head.












Physicseditor libgdx