This section has nothing to do with Box2D, and it's just necessary to allow the player to launch the bird. So I am explaining what happens here very quickly, in order to go straight to the point.
Before we start drawing, I want you to know that you can mix physics and non-physics scripts in your game, just like I am doing now. In this case, player interaction is not managed by Box2D, which comes into play once the bird is released.
First, we need some more class-level variables:
private var world:b2World; private var worldScale:Number=30; private var theBird:Sprite=new Sprite(); private var slingX:int=100; private var slingY:int=250; private var slingR:int=75;
theBird
is the sprite representing the draggable bird, slingX
and slingY
are the coordinates of the center of the sling in pixels, and slingR
is the radius of the draggable area of the sling in pixels.
Now, we need to draw some stuff on the stage. We'll draw the big circle representing the...