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

Don't let some bodies collide – filtering collisions


Don't be fooled by the heading: we are going to build the siege machine, it's just that it does not introduce anything new, and I want you to learn something new at every step. The main purpose of this section is to learn collision filtering.

  1. First things first, let's build the siege machine. The morning star projectile will be bound to the trailer with a distance joint that we need to be able to destroy to fire the projectile, so we need it as a class level variable:

    private var world:b2World;
    private var worldScale:Number=30;
    private var left:Boolean=false;
    private var right:Boolean=false;
    private var frj:b2RevoluteJoint;
    private var rrj:b2RevoluteJoint;
    private var motorSpeed:Number=0;
    private var sling:b2DistanceJoint;
    
  2. The construction of the siege machine itself over the trailer is not complex, there's only a lot of code to write when the motor is false, that is when we aren't working on the truck.

    private function addCart(pX:Number...