Let's jump straight to the point with some new lines in the Main
function:
public function Main() { world=new b2World(new b2Vec2(0,10),true); debugDraw(); floor(); sphereVector=new Vector.<b2Body>(); for (var i:int=0; i<3; i++) { sphereVector.push(sphere(170+i*150,410,40)); } var force:b2Vec2=new b2Vec2(0,-15); var sphereCenter:b2Vec2=sphereVector[0].GetWorldCenter(); sphereVector[0].ApplyForce(force,sphereCenter); sphereCenter=sphereVector[1].GetWorldCenter(); sphereVector[1].ApplyImpulse(force,sphereCenter); sphereVector[2].SetLinearVelocity(force); addEventListener(Event.ENTER_FRAME,updateWorld); }
This is the core of this chapter and it's a lot of new stuff, so let's look at it line by line:
var force:b2Vec2=new b2Vec2(0,-15);
First, we need to create a b2Vec2
variable that will represent the force we want to apply to all spheres. Setting it at (0,-15)
means this is a vertical force, which should make the spheres...