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

Replacing debug draw with your own graphic assets


This may seem obvious, but in order to replace debug draw with your graphic assets, you will need to draw some graphic assets.

So the first question is, how many sprites do I need to draw?

Let's make a list of the actors in the Totem Destroyer game:

  • Two 30 x 30 pixels breakable bricks

  • One 120 x 30 pixels breakable brick

  • One 90 x 30 pixels breakable brick

  • One 60 x 30 pixels unbreakable brick

  • One 120 x 60 pixels unbreakable brick

  • The floor

  • The idol

So these are the graphic assets we need to draw. Remember to draw them with the registration point at the center, to match body origin, and also remember to export them for ActionScript.

Get the latest Totem Destroyer project and start drawing. The following screenshot shows my library window. Please notice the names under AS Linkage as I will be using them in the code.

The idea is simple, we are going to use custom user data to store and handle sprites.

  1. So the first step is changing how the Main function calls...