package{
import Box2D.Collision.Shapes.b2CircleShape;
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.MouseEvent;
[SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")]
public class DrawCircle3 extends Sprite{
private var world:b2World;
private var timeStep:Number;
private var iterations:uint;
private var pixelsPerMeter:Number = 30;
private var initX:Number = 0.0;
private var initY:Number = 0.0;
private var sprite:Sprite;
private var drawing:Boolean = false;
[Embed(source="assets/assets.swf",symbol="ball")]
private var Ball:Class;
public function DrawCircle3(){
createWorld();
makeDebugDraw();
addWall(400/pixelsPerMeter,585/pixelsPerMeter,400/pixelsPerMeter,15/pixelsPerMeter);
addWall(5/pixelsPerMeter,300/pixelsPerMeter,5/pixelsPerMeter,300/pixelsPerMeter);
addWall(795/pixelsPerMeter,300/pixelsPerMeter,5/pixelsPerMeter,300/pixelsPerMeter);
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 addWall(x:Number,y:Number,hx:Number,hy:Number):void{
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.position.Set(x,y);
var body:b2Body = world.CreateBody(bodyDef);
var shape:b2PolygonShape = new b2PolygonShape();
shape.SetAsBox(hx,hy);
body.CreateFixture2(shape);
}
private function onMouseDown(e:MouseEvent):void{
initX = e.localX;
initY = e.localY;
sprite = new Ball();
sprite.x = mouseX;
sprite.y = mouseY;
sprite.width = 1;
sprite.height = 1;
addChild(sprite);
drawing = true;
stage.addEventListener(MouseEvent.MOUSE_MOVE,onMouseMove);
}
private function onMouseMove(e:MouseEvent):void{
if(drawing){
sprite.x = mouseX;
sprite.y = mouseY;
}
}
private function onMouseUp(e:MouseEvent):void{
if(drawing){
drawing = false;
addCircle(mouseX/pixelsPerMeter,mouseY/pixelsPerMeter,sprite.width/2/pixelsPerMeter,sprite);
}
}
private function addCircle(x:Number,y:Number,radius:Number,texture:Sprite):void{
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(x,y);
var circle:b2CircleShape = new b2CircleShape();
circle.SetRadius(radius);
var fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = 2.0;
fixtureDef.friction = 2.0;
fixtureDef.restitution = 0.7;
bodyDef.userData = texture;
var body:b2Body = world.CreateBody(bodyDef);
body.CreateFixture(fixtureDef);
addChild(bodyDef.userData);
}
private function onEnterframe(e:Event):void{
world.Step(timeStep,iterations,iterations);
world.ClearForces();
world.DrawDebugData();
if(drawing){
sprite.width += 2;
sprite.height += 2;
if(sprite.x - sprite.width/2 <10 || sprite.x + sprite.width/2 > 790 ||
sprite.y - sprite.height/2 < 0 || sprite.y + sprite.height/2 > 570){
drawing = false;
addCircle(mouseX/pixelsPerMeter,mouseY/pixelsPerMeter,sprite.width/2/pixelsPerMeter,sprite);
}
}
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;
}
}
}
}
}
转载请注明:陈童的博客 » box2d实时绘制圆形方法之三:以鼠标指针处为圆心随点击时间而增大