Creation of a Flash artillery game using Box2D
2009-10-18 00:00:00 来源:WEB开发网In an artillery game, the more you press the fire button, the stronger the force you’ll apply to the projectile.
To make things more interesting, pressin the button for an hour won’t fire a lightspeed bullet, but once the force reached its maximum it will decrease, just to start increasing again once it reaches its minimum and so on, until the player releases the fire button
In the following example, holding the mouse will determine bazooka’s force, and releasing it will make the player fire.
The animation of the bazooka turning red has been made on the timeline, with a 30 frames tween. This means the maximum force should be 30 :)
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;
public var m_contactListener=new b2ContactListener();
// defining the power of the bazooka
public var power:int=1;
// flag to determine if I am charging the bazooka
// 0 = not charging
// 1 = positive charge
// -1 = negative charge
public var charging:int=0;
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);
//
// adding the contact listener
m_world.SetContactListener(m_contactListener);
//
// 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);
bazooka.gotoAndStop(1);
// now we don't shoot when the player clicks the mouse
// but we charge bazooka's power while the mouse is pressed
// and release the bullet when it's released
stage.addEventListener(MouseEvent.MOUSE_UP, shoot);
stage.addEventListener(MouseEvent.MOUSE_DOWN,charge);
}
public function charge(event:Event) {
// I always start with positive charging
charging=1;
}
public function shoot(event:Event) {
// reset charging
charging=0;
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(10/pixels_in_a_meter,10/pixels_in_a_meter);
boxDef.friction=0.3;
boxDef.density=1;
body=m_world.CreateBody(bodyDef);
body.CreateShape(boxDef);
body.SetMassFromShapes();
// apply the impulse according to the power
// that "/4" is just a setting to have decent gameplay
body.ApplyImpulse(new b2Vec2(Math.cos(bazooka_angle)*power/4, Math.sin(bazooka_angle)*power/4),body.GetWorldCenter());
// resetting the power
power=1;
// updating bazooka clip
bazooka.gotoAndStop(1);
}
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);
//
var ground_sensor:b2PolygonDef = new b2PolygonDef();
ground_sensor.isSensor=true;
ground_sensor.userData="groundsensor";
ground_sensor.SetAsOrientedBox(10/pixels_in_a_meter,5/pixels_in_a_meter,new b2Vec2(0,27/pixels_in_a_meter), 0);
body.CreateShape(ground_sensor);
//
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)) {// right arrow
xspeed=3;
} else if (Input.isKeyDown(37)) {// left arrow
xspeed=-3;
}
if (Input.isKeyDown(38)) {// up arrow
if (m_contactListener.can_jump()) {// checking if the hero can jump
bb.ApplyImpulse(new b2Vec2(0.0, -1.0), bb.GetWorldCenter());
}
}
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;
}
}
// If I am charging the bazooka (I am holding the mouse)
if (charging!=0) {
// update the power
power+=charging;
// if the power ran out of range...
// (I assume max power is 30 because there are 30 frames in the bazooka animation
if (power>30||power<1) {
// invert the power
charging*=-1;
// update the power again
power+=charging;
}
// show the correct bazooka frame
bazooka.gotoAndStop(power);
}
Input.update();
}
}
}
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