Platform engine using Box2D – Step 3
2009-10-18 00:00:00 来源:WEB开发网and I changed b2ContactListener.as as follows:
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package Box2D.Dynamics{
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Dynamics.*;
import Box2D.Common.Math.*;
import Box2D.Common.*;
/// Implement this class to get collision results. You can use these results for
/// things like sounds and game logic. You can also get contact results by
/// traversing the contact lists after the time step. However, you might miss
/// some contacts because continuous physics leads to sub-stepping.
/// Additionally you may receive multiple callbacks for the same contact in a
/// single time step.
/// You should strive to make your callbacks efficient because there may be
/// many callbacks per time step.
/// @warning The contact separation is the last computed value.
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
public class b2ContactListener {
var canjump:Boolean=false;
/// Called when a contact point is added. This includes the geometry
/// and the forces.
public function can_jump() {
return (canjump);
}
public virtual function Add(point:b2ContactPoint):void {}
/// Called when a contact point persists. This includes the geometry
/// and the forces.
public virtual function Persist(point:b2ContactPoint):void {
if (point.shape1.GetUserData()=="groundsensor"||point.shape2.GetUserData()=="groundsensor") {
canjump=true;
}
}
/// Called when a contact point is removed. This includes the last
/// computed geometry and forces.
public virtual function Remove(point:b2ContactPoint):void {
if (point.shape1.GetUserData()=="groundsensor"||point.shape2.GetUserData()=="groundsensor") {
canjump=false;
}
}
/// Called after a contact point is solved.
public virtual function Result(point:b2ContactResult):void {
}
}
}
Playing a bit with impulses and bullets size, I made my hero shooting something like crates… and he can jump over them to reach higher places… needs some tweaks but it’s an interesting gameplay in my opinion…
Left/right arrow keys to move, up to jump and mouse to aim and shoot.
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