Box2DFlash中的纹理及拖曳物体

Box2D everyinch 4884℃ 0评论

package{
import Box2D.Collision.Shapes.b2PolygonShape;
import Box2D.Collision.Shapes.b2Shape;
import Box2D.Collision.b2AABB;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.Joints.b2MouseJoint;
import Box2D.Dynamics.Joints.b2MouseJointDef;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2DebugDraw;
import Box2D.Dynamics.b2Fixture;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;

import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;

[SWF(width=”800″,height=”600″,frameRate=”32″,backgroundColor=”0x000000″)]
public class UnitAndSelect1 extends Sprite{
private var world:b2World;
private var body:b2Body;
private var timeStep:Number;
private var iterations:uint;
private var pixelsPerMeter:Number = 30;
private var mouseJoint:b2MouseJoint;
private var mousePVec:b2Vec2 = new b2Vec2();

[Embed(source=”assets/assets.swf”,symbol=”floor”)]
private var floor:Class;

[Embed(source=”assets/assets.swf”,symbol=”crate”)]
private var crate:Class;

public function UnitAndSelect1(){
createWorld();
makeDebugDraw();
createWall();
makeBodies();
addEventListener(Event.ENTER_FRAME,onEnterframe);
stage.addEventListener(MouseEvent.MOUSE_DOWN,onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP,onMouseUp);
}

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 createWall():void{
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.position.Set(400/pixelsPerMeter,585/pixelsPerMeter);
body = world.CreateBody(bodyDef);
var shape:b2PolygonShape = new b2PolygonShape();
shape.SetAsBox(400/pixelsPerMeter,15/pixelsPerMeter);
var fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.friction = 0.3;
fixtureDef.density = 0;
body.CreateFixture(fixtureDef);
var ground:Sprite = new floor() as Sprite;
ground.x = body.GetPosition().x*pixelsPerMeter;
ground.y = body.GetPosition().y*pixelsPerMeter;
addChild(ground);
}

private function makeBodies():void{
for(var i:int=0;i<5;i++){ var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.x = (Math.random()*600+120)/pixelsPerMeter; bodyDef.position.y = (Math.random()*30)/pixelsPerMeter; var box:b2PolygonShape = new b2PolygonShape(); box.SetAsBox(45/pixelsPerMeter,45/pixelsPerMeter); var fixtureDef:b2FixtureDef = new b2FixtureDef(); fixtureDef.shape = box; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; bodyDef.userData = new crate() as Sprite; body = world.CreateBody(bodyDef); body.CreateFixture(fixtureDef); addChild(bodyDef.userData); } } private function onMouseDown(e:MouseEvent):void{ var body:b2Body = getBodyAtMouse(); if(body){ var mouseJointDef:b2MouseJointDef = new b2MouseJointDef(); mouseJointDef.bodyA = world.GetGroundBody(); mouseJointDef.bodyB = body; mouseJointDef.target.Set(mouseX/pixelsPerMeter,mouseY/pixelsPerMeter); mouseJointDef.maxForce = 30000; mouseJoint = world.CreateJoint(mouseJointDef) as b2MouseJoint; } } private function onMouseUp(e:MouseEvent):void{ if(mouseJoint){ world.DestroyJoint(mouseJoint); mouseJoint = null; } } private function getBodyAtMouse(includeStatic:Boolean = false):b2Body{ var mouseXWorldPhys:Number = mouseX/pixelsPerMeter; var mouseYWorldPhys:Number = mouseY/pixelsPerMeter; mousePVec.Set(mouseXWorldPhys,mouseYWorldPhys); var aabb:b2AABB = new b2AABB(); aabb.lowerBound.Set(mouseXWorldPhys-0.001,mouseYWorldPhys-0.001); aabb.upperBound.Set(mouseXWorldPhys+0.001,mouseYWorldPhys+0.001); var body:b2Body = null; var fixture:b2Fixture; function GetBodyCallBack(fixture:b2Fixture):Boolean{ var shape:b2Shape = fixture.GetShape(); if(fixture.GetBody().GetType() != b2Body.b2_staticBody || includeStatic){ var inside:Boolean = shape.TestPoint(fixture.GetBody().GetTransform(),mousePVec); if(inside){ body = fixture.GetBody(); return false; } } return true; } world.QueryAABB(GetBodyCallBack,aabb); return body; } private function onEnterframe(e:Event):void{ world.Step(timeStep,iterations,iterations); world.ClearForces(); updateTexture(); world.DrawDebugData(); if(mouseJoint){ var xpos:Number = mouseX/pixelsPerMeter; var ypos:Number = mouseY/pixelsPerMeter; var v2:b2Vec2 = new b2Vec2(xpos,ypos); mouseJoint.SetTarget(v2); } } private function updateTexture():void{ for(var body:b2Body = world.GetBodyList();body;body = body.GetNext()){ if(body.GetUserData() is Sprite){ body.GetUserData().x = body.GetPosition().x*pixelsPerMeter; body.GetUserData().y = body.GetPosition().y*pixelsPerMeter; body.GetUserData().rotation = body.GetAngle()*180/Math.PI; } } } } } [/code]

分享&收藏

转载请注明:陈童的博客 » Box2DFlash中的纹理及拖曳物体

喜欢 (0)
发表我的评论
取消评论

表情

Hi,您需要填写昵称和邮箱!

  • 昵称 (必填)
  • 邮箱 (必填)
  • 网址
'; } if( dopt('d_footcode_b') ) echo dopt('d_footcode'); ?>