So I understand the concept. The idea is that box2d more or less works in meters, so you need to do a conversion from pixels to it. Makes sense. I was following the tutorial/int
I do like you are doing but might be a little different.
Might be a little overkill but here's my jucl port
jucl/Android - pastebin
Then I just have utility classes ie:
public class Pixel {
public static float toMeter(float pixels) {
return (float)LengthConversions.Pixel2SIf(pixels);
}
public static Vector2 toMeter(Vector2 vecPixel) {
return new Vector2(Pixel.toMeter(vecPixel.x), Pixel.toMeter(vecPixel.y));
}
}
public class Meter {
public static final float METERS_PER_PIXEL = (float) LengthConversions.SI_PIXEL;
public static float toPixel(float meter) {
return (float)LengthConversions.SI2Pixelf(meter);
}
}
In my initialize:
int graphicsWidth = Gdx.graphics.getWidth();
int graphicsHeight = Gdx.graphics.getHeight();
CAMERA_WIDTH_METERS = Pixel.toMeter(graphicsWidth);
CAMERA_HEIGHT_METERS = Pixel.toMeter(graphicsHeight);
Then in my game classes (like your Player class). In my case it was a pinball game so i have Flipper, Ball, Bumper, etc. I have a @Override render() method where I sync up the sprite with the physics body.
Here's an example file..sry it's messy but might be helpful.
Pinball Engine Class file