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开发学院图形图像Flash Erase Box: the tutorial 阅读

Erase Box: the tutorial

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核心提示:That can be done by checking the x and y positions of it, but I also wanted to explore Box2D features.That was actually good, because I found another way to do

That can be done by checking the x and y positions of it, but I also wanted to explore Box2D features.

That was actually good, because I found another way to do that, and it can be of great help on other projects.

Sensors are bodies that won’t directly interact with others.

They won’t make a moving box stop when they hit, i.e.

That being said, they are still useful.

Box2D will keep track of it’s “contacts” just as if it were a normal body, so they can be used as exactly what their name means, a sensor.

Also, Box2D allows you to “attach” some information to a body, so that it can be distinguished from others.

Let’s see an example:

package {
 import flash.display.Sprite;
 import flash.events.Event;
 import flash.utils.Timer;
 import flash.events.TimerEvent;
 import Box2D.Dynamics.*;
 import Box2D.Collision.*;
 import Box2D.Collision.Shapes.*;
 import Box2D.Common.Math.*;
 import Box2D.Dynamics.Contacts.*;
 public class demo extends Sprite {
  public var the_world:b2World;
  var time_count:Timer=new Timer(1000);
  var i:int = 0;
  public function demo() {
   var environment:b2AABB = new b2AABB();
   environment.lowerBound.Set(-5.0, -5.0);
   environment.upperBound.Set(30.0, 30.0);
   var gravity:b2Vec2=new b2Vec2(0.0,10.0);
   the_world=new b2World(environment,gravity,true);
   var debug_draw:b2DebugDraw = new b2DebugDraw();
   var debug_sprite:Sprite = new Sprite();
   addChild(debug_sprite);
   debug_draw.m_sprite=debug_sprite;
   debug_draw.m_drawScale=30;
   debug_draw.m_fillAlpha=0.5;
   debug_draw.m_lineThickness=1;
   debug_draw.m_drawFlags=b2DebugDraw.e_shapeBit;
   the_world.SetDebugDraw(debug_draw);
   var final_body:b2Body;
   var final_body2:b2Body;
   var the_body:b2BodyDef;
   var the_box:b2PolygonDef;
   the_body = new b2BodyDef();
   the_body.position.Set(8.5, 13);
   the_box = new b2PolygonDef();
   the_box.SetAsBox(8.5, 0.5);
   the_box.friction=0.3;
   the_box.density=0;
   the_box.isSensor = true;
   the_body.userData = "eraseSensor";
   final_body=the_world.CreateBody(the_body);
   final_body.CreateShape(the_box);
   the_body.position.Set(8.5, 8);
   the_body.userData = "detSensor";
   final_body2=the_world.CreateBody(the_body);
   final_body2.CreateShape(the_box);
   addEventListener(Event.ENTER_FRAME, on_enter_frame);
   time_count.addEventListener(TimerEvent.TIMER, on_time);
   time_count.start();
 
  }
  public function on_time(e:Event) {
   var final_body:b2Body;
   var the_body:b2BodyDef;
   var the_box:b2PolygonDef;
   the_body = new b2BodyDef();
   the_body.position.Set(Math.random()*10+2, 0);
   the_box = new b2PolygonDef();
   the_box.SetAsBox(Math.random()+0.1,Math.random()+0.1);
   the_box.friction=0.3;
   the_box.density=1;
   the_body.userData = i;
   final_body=the_world.CreateBody(the_body);
   final_body.CreateShape(the_box);
   final_body.SetMassFromShapes();
   i++;
  }
  public function on_enter_frame(e:Event) {
   the_world.Step(1/30, 10);
 
   // Setting up a sensor-contact listener
   if (the_world.m_contactList) {
 
   var contact:b2Contact = the_world.m_contactList;   
 
   if ( contact.GetShape1().GetBody().GetUserData() == "detSensor" ) {
      trace(contact.GetShape2().GetBody().GetUserData());
     }
 
 
   if ( contact.GetShape1().GetBody().GetUserData() == "eraseSensor" ) {
      var body2 = contact.GetShape2().GetBody();
      the_world.DestroyBody(body2);
     }
   }
 
   //if ( contact.GetShape2().GetBody().GetUserData() == "eraseSensor" )
     //{
      //var body3 = contact.GetShape1().GetBody();
      //the_world.DestroyBody(body3);
     //}
  }
 }
}

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