Talking about Hundreds game, Actionscript 3, Box2D, Flash and Game development.
Welcome to the second part of the Box2D Hundreds prototype.
In this second part I am going to add some features which will make the prototype looking more like the original game, while having something different, just to make a new concept.
So the game now works this way:
* You can make a circle grow endlessly as long as you stay with the mouse over it
* The circle will stop growing, and will never grow again, if you leave the mouse from over it
* If a growing circle hits any other circle, both circles won’t be able to grow anymore and the size of the currently growing circle will be reduced by half.
Give it a try:
This is the commented source code for the main class:
package {
import flash.display.Sprite;
import flash.events.Event;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
public class Main extends Sprite {
// world definition
private var world:b2World=new b2World(new b2Vec2(0,0),true);
private var worldScale:Number=30;
// custom contact listener
private var customContact=new CustomContactListener();
// speed of circles
private var circleSpeed:Number=5;
// body currently being touched
private var currentBody:b2Body=null;
// check if the mouse was over something
private var overSomething:Boolean;
public function Main() {
// setting the custom contact listener
world.SetContactListener(customContact);
debugDraw();
// adding 10 random circles
for (var i:Number=1; i<=10; i++) {
addCircle();
}
// adding boundary walls
addWall(320,0,640,10);
addWall(320,480,640,10);
addWall(0,240,10,480);
addWall(640,240,10,480);
addEventListener(Event.ENTER_FRAME,update);
}
private function debugDraw():void {
var debugDraw:b2DebugDraw=new b2DebugDraw();
var debugSprite:Sprite=new Sprite();
addChild(debugSprite);
debugDraw.SetSprite(debugSprite);
debugDraw.SetDrawScale(worldScale);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit);
debugDraw.SetFillAlpha(0.5);
world.SetDebugDraw(debugDraw);
}
private function addCircle():void {
var bodyDef:b2BodyDef= new b2BodyDef();
bodyDef.type=b2Body.b2_dynamicBody;
bodyDef.position.Set(Math.round(Math.random()*600+20)/worldScale,Math.round(Math.random()*440+20)/worldScale);
bodyDef.userData={name:"sphere",canGrow:true,isGroving:false};
var circleShape:b2CircleShape = new b2CircleShape(10/worldScale);
var fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.density=1;
fixtureDef.friction=0;
fixtureDef.restitution=0.5;
fixtureDef.shape=circleShape;
var body:b2Body=world.CreateBody(bodyDef);
body.CreateFixture(fixtureDef);
// giving the circle a random direction
var randomAngle:Number=Math.random()*2*Math.PI;
body.SetLinearVelocity(new b2Vec2(circleSpeed*Math.cos(randomAngle),circleSpeed*Math.sin(randomAngle)));
}
private function addWall(pX:Number,pY:Number,w:Number,h:Number):void {
var bodyDef:b2BodyDef=new b2BodyDef();
bodyDef.position.Set(pX/worldScale,pY/worldScale);
var polygonShape:b2PolygonShape=new b2PolygonShape();
polygonShape.SetAsBox(w/2/worldScale,h/2/worldScale);
var fixtureDef:b2FixtureDef=new b2FixtureDef();
fixtureDef.shape=polygonShape;
fixtureDef.density=1;
fixtureDef.restitution=0.5;
fixtureDef.friction=0;
var theWall:b2Body=world.CreateBody(bodyDef);
theWall.CreateFixture(fixtureDef);
}
// the core of the script, looking for the body touched and
// increasing the size of the circle shape
private function queryCallback(fixture:b2Fixture):Boolean {
var touchedBody:b2Body=fixture.GetBody();
if (touchedBody.GetUserData()!=null) {
overSomething=true;
if (touchedBody!=currentBody) {
if (currentBody!=null) {
currentBody.GetUserData().isGroving=false;
currentBody.GetUserData().canGrow=false;
}
currentBody=touchedBody;
}
if (touchedBody.GetUserData().canGrow) {
touchedBody.GetUserData().isGrowing=true;
var fixture:b2Fixture=touchedBody.GetFixtureList();
var circleDef:b2CircleShape=fixture.GetShape() as b2CircleShape;
var radius:Number=circleDef.GetRadius();
circleDef.SetRadius(radius+1/worldScale);
}
}
return false;
}
private function update(e:Event):void {
world.Step(1/30,10,10);
world.ClearForces();
// checking for bodies under the mouse
overSomething=false;
world.QueryPoint(queryCallback,new b2Vec2(mouseX/worldScale,mouseY/worldScale));
for (var b:b2Body=world.GetBodyList(); b; b=b.GetNext()) {
if (b.GetUserData()!=null) {
if (! overSomething&&b.GetUserData().isGrowing) {
b.GetUserData().isGrowing=false;
b.GetUserData().canGrow=false;
}
// keep moving circles at a constant speed
var velocity:b2Vec2=b.GetLinearVelocity();
var speed:Number=velocity.Length();
var ratio:Number=circleSpeed/speed;
velocity.Multiply(ratio);
b.SetLinearVelocity(velocity);
}
}
world.DrawDebugData();
}
}
}
and for the contact listener:
package {
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Dynamics.Joints.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.b2Vec2;
class CustomContactListener extends b2ContactListener {
override public function PreSolve(contact:b2Contact, oldManifold:b2Manifold):void {
// is the contact touching?
if (contact.IsTouching()) {
// getting the bodies involved
var bodyA:b2Body=contact.GetFixtureA().GetBody();
var bodyB:b2Body=contact.GetFixtureB().GetBody();
// retrieving their user data objects
var objA:Object=bodyA.GetUserData();
var objB:Object=bodyB.GetUserData();
var fixture:b2Fixture;
var circleDef:b2CircleShape;
var radius:Number;
if (objA!=null && objB!=null) {
if (objA.isGrowing) {
objA.isGroving=false;
objA.canGrow=false;
fixture=bodyA.GetFixtureList();
circleDef=fixture.GetShape() as b2CircleShape;
radius=circleDef.GetRadius();
circleDef.SetRadius(radius/2);
}
if (objB.isGrowing) {
objB.isGroving=false;
objB.canGrow=false;
fixture=bodyB.GetFixtureList();
circleDef=fixture.GetShape() as b2CircleShape;
radius=circleDef.GetRadius();
circleDef.SetRadius(radius/2);
}
}
}
}
}
}
Download the source code. Next time, Nape version.
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