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Platform engine using Box2D – Step 2

 2009-10-18 00:00:00 来源:WEB开发网   
核心提示:After publishing Platform engine using Box2D, my attempt to replicate the Rick Triqui’s main character continues.Now you can move the guy with left and ri

After publishing Platform engine using Box2D, my attempt to replicate the Rick Triqui’s main character continues.

Now you can move the guy with left and right arrows, aim the bazooka with the mouse and shoot a bullet clicking on the mouse.

The bazooka isn’t a Box2D object because I didn’t need to include it into the physics world, so it’s just a sprite, like the pills in Mazeroll game.

This is the source code, still uncommented (I’ll made the tutorial when I’ll have the character jumping and textured)

package {
 import flash.display.Sprite;
 import flash.events.Event;
 import Box2D.Dynamics.*;
 import Box2D.Collision.*;
 import Box2D.Collision.Shapes.*;
 import Box2D.Common.Math.*;
 import General.Input;
 import flash.events.MouseEvent;
 public class HelloWorld extends Sprite {
  public var m_world:b2World;
  public var pixels_in_a_meter:int=30;
  public var bodyDef:b2BodyDef;
  public var boxDef:b2PolygonDef;
  public var m_input:Input;
  public var xspeed:int=0;
  public var bazooka:zooka=new zooka();
  public var bazooka_angle:Number;
  var body:b2Body;
  public function HelloWorld() {
   addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
   var worldAABB:b2AABB = new b2AABB();
   worldAABB.lowerBound.Set(-100.0, -100.0);
   worldAABB.upperBound.Set(100.0, 100.0);
   var gravity:b2Vec2=new b2Vec2(0.0,10.0);
   var doSleep:Boolean=true;
   m_world=new b2World(worldAABB,gravity,doSleep);
   var m_sprite:Sprite;
   m_sprite = new Sprite();
   addChild(m_sprite);
   var dbgDraw:b2DebugDraw = new b2DebugDraw();
   var dbgSprite:Sprite = new Sprite();
   m_sprite.addChild(dbgSprite);
   dbgDraw.m_sprite=m_sprite;
   dbgDraw.m_drawScale=30;
   dbgDraw.m_alpha=1;
   dbgDraw.m_fillAlpha=0.5;
   dbgDraw.m_lineThickness=1;
   dbgDraw.m_drawFlags=b2DebugDraw.e_shapeBit;
   m_world.SetDebugDraw(dbgDraw);
   var bodyDef:b2BodyDef;
   var boxDef:b2PolygonDef;
   var circleDef:b2CircleDef;
   square_tile(250,395,500,10);
   hero(100,370,20,40);
   // Box2D input class - why should I bother making my one?
   m_sprite = new Sprite();
   addChild(m_sprite);
   // input
   m_input=new Input(m_sprite);
   addChild(bazooka);
   stage.addEventListener(MouseEvent.CLICK, shoot);
  }
  public function shoot(event:Event) {
   bodyDef = new b2BodyDef();
   bodyDef.position.Set((bazooka.x+(bazooka.width+3)*Math.cos(bazooka_angle))/pixels_in_a_meter, (bazooka.y+(bazooka.width+3)*Math.sin(bazooka_angle))/pixels_in_a_meter);
   boxDef = new b2PolygonDef();
   boxDef.SetAsBox(0.1,0.1);
   boxDef.friction=0.3;
   boxDef.density=0.1;
   body=m_world.CreateBody(bodyDef);
   body.CreateShape(boxDef);
   body.SetMassFromShapes();
   body.ApplyImpulse(new b2Vec2(Math.cos(bazooka_angle)/pixels_in_a_meter, Math.sin(bazooka_angle)/pixels_in_a_meter),body.GetWorldCenter());
  }
  public function square_tile(px:int,py:int,w:int,h:int) {
   bodyDef = new b2BodyDef();
   bodyDef.position.Set(px/pixels_in_a_meter, py/pixels_in_a_meter);
   boxDef = new b2PolygonDef();
   boxDef.SetAsBox(real_pixels(w), real_pixels(h));
   boxDef.friction=0.3;
   boxDef.density=0;
   body=m_world.CreateBody(bodyDef);
   body.CreateShape(boxDef);
   body.SetMassFromShapes();
  }
  public function hero(px:int, py:int, w:int, h:int) {
   bodyDef = new b2BodyDef();
   bodyDef.position.Set(px/pixels_in_a_meter, py/pixels_in_a_meter);
   boxDef = new b2PolygonDef();
   boxDef.SetAsBox(real_pixels(w), real_pixels(h));
   boxDef.density=1.0;
   boxDef.friction=0.3;
   boxDef.restitution=0.2;
   bodyDef.userData = new Sprite();
   bodyDef.userData.name="Player";
   body=m_world.CreateBody(bodyDef);
   body.SetBullet(true);
   body.CreateShape(boxDef);
   body.SetMassFromShapes();
  }
  public function real_pixels(n:int) {
   return (n/pixels_in_a_meter/2);
  }
  public function Update(e:Event):void {
   m_world.Step(1/30, 10);
   xspeed=0;
   for (var bb:b2Body = m_world.m_bodyList; bb; bb = bb.m_next) {
    if (bb.GetUserData()!=null) {
     if (Input.isKeyDown(39)) {
      xspeed=3;
     } else if (Input.isKeyDown(37)) {
      xspeed=-3;
     }
     if (xspeed) {
      bb.WakeUp();
      bb.m_linearVelocity.x=xspeed;
     }
     bb.m_sweep.a=0;
     bazooka.x=bb.m_userData.x=bb.GetPosition().x*30;
     bazooka.y=bb.m_userData.y=bb.GetPosition().y*30;
     var dist_x=bazooka.x-mouseX;
     var dist_y=bazooka.y-mouseY;
     bazooka_angle=Math.atan2(- dist_y,- dist_x);
     bazooka.rotation=bazooka_angle*57.2957795;
    }
   }
   Input.update();
  }
 }
}

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Tags:Platform engine using

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