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  • Creating bodies with Box2D to simulate physics

    Author: 2009-04-26 12:02:38 From:

    Box2D is a great physics engine that I stand by, and am currently using for my platform shooter. The only problem with it, I find, is that there are few documents/tutorials available for the ActionScript 3.0 port.

    Therefore, I present an example that I have made - with commented source code - to hopefully encourage more people to begin making games with Box2D.

    First of all though: if you do not know how to set up the Box2D library I will show you how. Simply download the Box2D AS 3.0 port and extract it to the folder with your .fla.

    Your folder’s setup should look like this:

    I have a .as file called Main.as which is my document class. The code that I’ve put in it is thus:

    package
    {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	import flash.events.MouseEvent;
     
    	import Box2D.Dynamics.*;
    	import Box2D.Collision.*;
    	import Box2D.Collision.Shapes.*;
    	import Box2D.Common.Math.*;
     
    	public class Main extends Sprite
    	{
    		public var m_dbgSprite;
    		public var m_world:b2World;
    		public var m_phys_scale:Number = 30.0;
    		public var m_timestep:Number = 1.0/30.0;
    		public var m_iterations:Number = 10.0;
     
    		//initial box coordinates when we first press mouse down
    		public var initX:Number = 0.0;
    		public var initY:Number = 0.0;
    		public var drawing:Boolean = false;
    		public function Main ()
    		{
    			/*
    			A Box2D world needs three parameters: a b2AABB, gravity
    			and a Booleand deciding whether or not to let bodies sleep
    			when they are not being simulated.
    			This saves CPU so should always be left on :)
    			*/
     
    			var gravity:b2Vec2 = new b2Vec2(0,9.8);
    			var worldAABB:b2AABB = new b2AABB();
    			worldAABB.lowerBound.Set (-1000,-1000);
    			worldAABB.upperBound.Set (1000,1000);
    			m_world = new b2World(worldAABB,gravity,true);
     
    			//Setup Debug Draw - So that Box2D draws the shapes for us
    			m_dbgSprite = new Sprite();
    			addChild (m_dbgSprite);
    			SetDebugDraw ();
     
    			//Add Our Ground
    			AddStaticBox (300/m_phys_scale,440/m_phys_scale,300/m_phys_scale,50/m_phys_scale);
     
    			addEventListener (Event.ENTER_FRAME,Update);
    			stage.addEventListener (MouseEvent.MOUSE_DOWN,mousePressed);
    			stage.addEventListener (MouseEvent.MOUSE_MOVE,mouseMoved);
    			stage.addEventListener (MouseEvent.MOUSE_UP,mouseReleased);
    		}
    		public function mousePressed (e:MouseEvent)
    		{
    			//Store initial X and Y position
    			initX = e.localX;
    			initY = e.localY;
    			drawing = true;
    		}
    		public function mouseMoved (e:MouseEvent)
    		{
    			if (drawing)
    			{
    				//Simply draw the "ghost" of the box we are about to add
    				graphics.clear ();
    				graphics.beginFill (0xFF0000,0.5);
    				graphics.drawRect (initX,initY,e.localX-initX,e.localY-initY);
    			}
    		}
    		public function mouseReleased (e:MouseEvent)
    		{
    			graphics.clear ();
    			drawing = false;
     
    			//Coordinates of bottom-right of box (when drawing from left to right)
    			var finalX:Number = e.localX;
    			var finalY:Number = e.localY;
     
    			//Correct if drawing from right to left
    			if (finalX < initX)
    			{
    				//If so, swap initX and finalX
    				var tempX:Number = initX;
    				initX = finalX;
    				finalX = tempX;
    			}
    			if (finalY < initY)
    			{
    				//If so, swap initY and finalY
    				var tempY:Number = initY;
    				initY = finalY;
    				finalY = tempY;
    			}
    			//Work out the half-width and height of the box
    			var boxHalfWidth:Number = Math.abs((finalX-initX)/2);
    			var boxHalfHeight:Number = Math.abs((finalY-initY)/2);
    			if (boxHalfWidth > 0 && boxHalfHeight > 0)
    			{
    				AddBox ((finalX-boxHalfWidth)/m_phys_scale,(finalY-boxHalfHeight)/m_phys_scale,boxHalfWidth/m_phys_scale,boxHalfHeight/m_phys_scale);
    			}
    		}
    		/*
    		NOTE: AddBox takes the _x,_y and halfwidth and halfheight parameters
    		in METRES not PIXELS. This means when you call this function, always
    		DIVIDE a pixel size by m_phys_scale to get it in meteres.
    		*/
    		public function AddBox (_x:Number,_y:Number,_halfwidth:Number,_halfheight:Number)
    		{
    			var bodyDef:b2BodyDef = new b2BodyDef();
    			bodyDef.position.Set (_x,_y);
    			var boxDef:b2PolygonDef = new b2PolygonDef();
    			boxDef.SetAsBox (_halfwidth,_halfheight);
    			boxDef.density = 1.0;
    			boxDef.friction = 0.3;
    			boxDef.restitution = 0.2;
    			var body:b2Body = m_world.CreateBody(bodyDef);
    			body.CreateShape (boxDef);
    			body.SetMassFromShapes ();
    		}
    		public function AddStaticBox (_x:Number,_y:Number,_halfwidth:Number,_halfheight:Number)
    		{
    			var bodyDef:b2BodyDef = new b2BodyDef();
    			bodyDef.position.Set (_x,_y);
    			var boxDef:b2PolygonDef = new b2PolygonDef();
    			boxDef.SetAsBox (_halfwidth,_halfheight);
    			boxDef.density = 0.0;
    			var body:b2Body = m_world.CreateBody(bodyDef);
    			body.CreateShape (boxDef);
    			body.SetMassFromShapes ();
    		}
    		public function Update (e:Event)
    		{
    			//We need to do this to simulate physics
    			m_world.Step (m_timestep,m_iterations);
    		}
    		public function SetDebugDraw ()
    		{
    			//Set Debug Draw (hidden here to reserve space in constructor.)
    			var dbgDraw:b2DebugDraw = new b2DebugDraw();
    			dbgDraw.m_sprite = m_dbgSprite;
    			dbgDraw.m_drawScale = m_phys_scale;
    			dbgDraw.m_fillAlpha = 0.8;
    			dbgDraw.m_lineThickness = 2.0;
    			dbgDraw.m_drawFlags = 0x0001 | 0x0002;
    			m_world.SetDebugDraw (dbgDraw);
    		}
    	}
    }

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