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

Experiencing tunneling


Box2D by default does its best to prevent tunneling, computing the discrete simulation using a continuous collision detection. Unfortunately, for a performance-related reason, this kind of collision detection is applied only on dynamic bodies versus static bodies. This means we can produce tunneling between two dynamic bodies.

  1. Look at the following script:

    package {
      import flash.display.Sprite;
      import flash.events.MouseEvent;
      import Box2D.Dynamics.*;
      import Box2D.Collision.*;
      import Box2D.Collision.Shapes.*;
      import Box2D.Common.Math.*;
      public class Main extends Sprite {
        private var world:b2World;
        private var worldScale:Number=30;
        public function Main() {
          world=new b2World(new b2Vec2(0,5),true);
          debugDraw();
          var bodyDef:b2BodyDef=new b2BodyDef();
          bodyDef.position.Set(320/worldScale,
           470/worldScale);
          var polygonShape:b2PolygonShape=
           new b2PolygonShape();
          polygonShape.SetAsBox(320/worldScale,
     ...