Talking about Actionscript 3, Box2D and Flash.
There is a Box2D feature easy to implement and capable to add interesting gameplay that I haven’t found explained anywhere: the pause.
I want to stop a Box2D simulation when I click the mouse, and to play it again with another click.
The core function of this feature is Step
.
Normally is called this way:
b2World.Step(timestep, iterations)
where timestep
is the amount of time to simulate (normally 1/30 or 1/60 seconds) and iterations
the number of iterations to be used by the constraint solver.
So, playing with timestep is the key to success. In this script, copied/pasted from A smart way to manage sleeping objects with Box2D I am going to stop the simulation with a mouse click, and let it play again with another mouse click.
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
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(1500);
var timestep:Number=1/30;
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);
stage.addEventListener(MouseEvent.CLICK,on_click);
time_count.addEventListener(TimerEvent.TIMER, on_time);
time_count.start();
}
public function on_click(e:MouseEvent) {
if (timestep) {
timestep=0;
} else {
timestep=1/30;
}
}
public function on_time(e:Event) {
if (timestep) {
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(timestep, 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);
}
}
}
}
}
}
Let’s see the interesting lines:
Line 69: Step
function is performed with a timestep
variable declared at line 15 and set at 1/30
Line 35: Adding a mouse listener waiting for clicks and calling on_click
function
Line 39-45: on_click
function switches timestep
variable between 1/30
and 0
. This way we can stop and resume the simulation. The other check for timestep
value at line 47 is just to avoid a lot of new boxes to be generated while the simulation is paused
And this is the result:
Click mouse button to pause/play the simulation, and notice how unsleeping objects do not sleep while paused.
No need to download anything, just copy/paste this code in the example you can find at A smart way to manage sleeping objects with Box2D.
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