A smart way to manage sleeping objects with Box2D
2009-10-31 00:00:00 来源:WEB开发网This is CPU saving but can be used for some game concepts too.
Just think about Super Stacker, where you have happy and afraid bricks.
Super Stacker
If you spend some time on this game, you will find happy bricks are the inactive ones while the afraid ones are still falling/moving.
This can be achieved by playing on the IsSleeping status.
Let’s take the same script introduced in Box2D: tutorial for the absolute beginners and make some changes:
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.*;
public class demo extends Sprite {
var the_world:b2World;
var time_count:Timer=new Timer(3000);
public function demo() {
var environment:b2AABB=new b2AABB ;
environment.lowerBound.Set(-100.0,-100.0);
environment.upperBound.Set(100.0,100.0);
var gravity:b2Vec2=new b2Vec2(0.0,10.0);
the_world=new b2World(environment,gravity,true);
var final_body:b2Body;
var the_body:b2BodyDef;
var the_box:b2PolygonDef;
the_body=new b2BodyDef ;
the_body.position.Set(8.5,14);
the_box=new b2PolygonDef ;
the_box.SetAsBox(8.5,0.5);
the_box.friction=0.3;
the_box.density=0;
final_body=the_world.CreateBody(the_body);
final_body.CreateShape(the_box);
final_body.SetMassFromShapes();
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;
var box_width=Math.random() + 0.1;
var box_height=Math.random() + 0.1;
the_body=new b2BodyDef;
the_body.position.Set(Math.random() * 10 + 2,0);
the_body.userData=new cubeface();
the_body.userData.width=box_width * 60;
the_body.userData.height=box_height * 60;
the_box=new b2PolygonDef;
the_box.SetAsBox(box_width,box_height);
the_box.friction=0.3;
the_box.density=1;
final_body=the_world.CreateBody(the_body);
final_body.CreateShape(the_box);
final_body.SetMassFromShapes();
addChild(the_body.userData);
}
public function on_enter_frame(e:Event) {
the_world.Step(1 / 30,10);
for (var bb:b2Body=the_world.m_bodyList; bb; bb=bb.m_next) {
if (bb.m_userData is Sprite) {
bb.m_userData.x=bb.GetPosition().x * 30;
bb.m_userData.y=bb.GetPosition().y * 30;
bb.m_userData.rotation=bb.GetAngle() * 180 / Math.PI;
if (bb.IsSleeping()) {
bb.m_userData.gotoAndStop(2);
}
else {
bb.m_userData.gotoAndStop(1);
}
}
}
}
}
}
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