Book Image

Box2D for Flash Games

Book Image

Box2D for Flash Games

Overview of this book

Physics games are getting more and more popular, and Box2D is the best choice if you are looking for a free, stable and robust library to handle physics. With Box2D you can create every kind of 2D physics game, only coding is not the fun part, but the game itself. "Box2D for Flash Games" will guide you through the process of making a Flash physics game starting from the bare bones and taking you by hand through complex features such as forces, joints and motors. As you are learning, your game will have more and more features, like the physics games you are used to playing. The book analyzes two of the most played physics games, and breaks them down to allow readers to build them from scratch in a step-by-step approach. By the end of the book, you will learn how to create basic primitive bodies as well as complex, compound bodies. Motors will give life to cars, catapults and siege machines firing bullets, while a complete collision management will make your game look even more realistic. If you want to make full Flash games with physics, then Box2D for Flash Games will guide you through the entire process of making a Flash physics game.
Table of Contents (15 chapters)
Box2D for Flash Games
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Detecting when the idol falls on the floor in Totem Destroyer


We want the player to fail the level if the idol hits the ground, that is the static body at the bottom. Let's perform the following steps to achieve this:

  1. Take the last Totem Destroyer we made in Chapter 3, Interacting with Bodies, the one with the text field monitoring idol attributes, and assign a custom data to the floor body changing the floor function in the following way:

    private function floor():void {
      var bodyDef:b2BodyDef=new b2BodyDef();
      bodyDef.position.Set(320/worldScale,465/worldScale);
      bodyDef.userData="floor";
      var polygonShape:b2PolygonShape=new b2PolygonShape();
      polygonShape.SetAsBox(320/worldScale,15/worldScale);
      var fixtureDef:b2FixtureDef=new b2FixtureDef();
      fixtureDef.shape=polygonShape;
      fixtureDef.restitution=0.4;
      fixtureDef.friction=0.5;
      var theFloor:b2Body=world.CreateBody(bodyDef);
      theFloor.CreateFixture(fixtureDef);
    }

    Now we have a way to identify the floor.

  2. At this time, setting up...