package{ import Box2D.Collision.Shapes.b2PolygonShape; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2DebugDraw; import Box2D.Dynamics.b2FixtureDef; import Box2D.Dynamics.b2World; import flash.display.Sprite; import flash.events.Event; import flash.events.TimerEvent; import flash.utils.Timer; [SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")] public class First extends Sprite{ private var world:b2World; private var timeStep:Number; private var iterations:uint; private var pixelsPerMeter:Number = 30; public function First(){ createWorld(); makeDebugDraw(); createGround(); addEventListener(Event.ENTER_FRAME,onEnterframe); var timer:Timer = new Timer(1000); timer.addEventListener(TimerEvent.TIMER,onTimer); timer.start(); } private function createWorld():void{ var gravity:b2Vec2 = new b2Vec2(0.0,9.8); var doSleep:Boolean = true; world = new b2World(gravity,doSleep); world.SetWarmStarting(true); timeStep = 1.0/30.0; iterations = 10; } private function makeDebugDraw():void{ var debugDraw:b2DebugDraw = new b2DebugDraw(); var debugSprite:Sprite = new Sprite(); addChild(debugSprite); debugDraw.SetSprite(debugSprite); debugDraw.SetDrawScale(30.0); debugDraw.SetFillAlpha(0.5); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); } private function createGround():void{ var bodyDef:b2BodyDef = new b2BodyDef(); // Body的中心点 bodyDef.position.Set(400/pixelsPerMeter,595/pixelsPerMeter); var body:b2Body = world.CreateBody(bodyDef); var shape:b2PolygonShape = new b2PolygonShape(); // 几何体的半宽和半高 shape.SetAsBox(400/pixelsPerMeter,5/pixelsPerMeter); body.CreateFixture2(shape); } private function onTimer(e:TimerEvent):void{ var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set((Math.random()*400+120)/pixelsPerMeter,0); bodyDef.angle = Math.random()*Math.PI; var shape:b2PolygonShape = new b2PolygonShape(); shape.SetAsBox((Math.random()*10+10)/pixelsPerMeter,(Math.random()*10+10)/pixelsPerMeter); var fixtureDef:b2FixtureDef = new b2FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 1.0; fixtureDef.friction = 0.3; fixtureDef.restitution = 0.1; var body:b2Body = world.CreateBody(bodyDef); body.CreateFixture(fixtureDef); } private function onEnterframe(e:Event):void{ world.Step(timeStep,iterations,iterations); world.ClearForces(); world.DrawDebugData(); } } }
转载请注明:陈童的博客 » Box2DFlash 基本示例程序