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开发学院图形图像Flash Platform engine using Box2D – Step 3 阅读

Platform engine using Box2D – Step 3

 2009-10-18 00:00:00 来源:WEB开发网   
核心提示: and I changed b2ContactListener.as as follows:/**Copyright(c)2006-2007ErinCattohttp://www.gphysics.com**Thissoftwareisprovided'as-is',withou

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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Tags:Platform engine using

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