Talking about Erase Box game, Actionscript 3, Box2D, Flash, Game development and Users contributions.
Some days ago I blogged about Erase Box, a Box2D game made with my tutorials, now it’s time to publish Rodrigo‘s tutorial.
« On a game I was making, I needed a way to detect if a body was leaving the screen.
That can be done by checking the x and y positions of it, but I also wanted to explore Box2D features.
That was actually good, because I found another way to do that, and it can be of great help on other projects.
Sensors are bodies that won’t directly interact with others.
They won’t make a moving box stop when they hit, i.e.
That being said, they are still useful.
Box2D will keep track of it’s “contacts” just as if it were a normal body, so they can be used as exactly what their name means, a sensor.
Also, Box2D allows you to “attach” some information to a body, so that it can be distinguished from others.
Let’s see an example:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
import Box2D.Dynamics.Contacts.*;
public class demo extends Sprite {
public var the_world:b2World;
var time_count:Timer=new Timer(1000);
var i:int = 0;
public function demo() {
var environment:b2AABB = new b2AABB();
environment.lowerBound.Set(-5.0, -5.0);
environment.upperBound.Set(30.0, 30.0);
var gravity:b2Vec2=new b2Vec2(0.0,10.0);
the_world=new b2World(environment,gravity,true);
var debug_draw:b2DebugDraw = new b2DebugDraw();
var debug_sprite:Sprite = new Sprite();
addChild(debug_sprite);
debug_draw.m_sprite=debug_sprite;
debug_draw.m_drawScale=30;
debug_draw.m_fillAlpha=0.5;
debug_draw.m_lineThickness=1;
debug_draw.m_drawFlags=b2DebugDraw.e_shapeBit;
the_world.SetDebugDraw(debug_draw);
var final_body:b2Body;
var final_body2:b2Body;
var the_body:b2BodyDef;
var the_box:b2PolygonDef;
the_body = new b2BodyDef();
the_body.position.Set(8.5, 13);
the_box = new b2PolygonDef();
the_box.SetAsBox(8.5, 0.5);
the_box.friction=0.3;
the_box.density=0;
the_box.isSensor = true;
the_body.userData = "eraseSensor";
final_body=the_world.CreateBody(the_body);
final_body.CreateShape(the_box);
the_body.position.Set(8.5, 8);
the_body.userData = "detSensor";
final_body2=the_world.CreateBody(the_body);
final_body2.CreateShape(the_box);
addEventListener(Event.ENTER_FRAME, on_enter_frame);
time_count.addEventListener(TimerEvent.TIMER, on_time);
time_count.start();
}
public function on_time(e:Event) {
var final_body:b2Body;
var the_body:b2BodyDef;
var the_box:b2PolygonDef;
the_body = new b2BodyDef();
the_body.position.Set(Math.random()*10+2, 0);
the_box = new b2PolygonDef();
the_box.SetAsBox(Math.random()+0.1,Math.random()+0.1);
the_box.friction=0.3;
the_box.density=1;
the_body.userData = i;
final_body=the_world.CreateBody(the_body);
final_body.CreateShape(the_box);
final_body.SetMassFromShapes();
i++;
}
public function on_enter_frame(e:Event) {
the_world.Step(1/30, 10);
// Setting up a sensor-contact listener
if (the_world.m_contactList) {
var contact:b2Contact = the_world.m_contactList;
if ( contact.GetShape1().GetBody().GetUserData() == "detSensor" ) {
trace(contact.GetShape2().GetBody().GetUserData());
}
if ( contact.GetShape1().GetBody().GetUserData() == "eraseSensor" ) {
var body2 = contact.GetShape2().GetBody();
the_world.DestroyBody(body2);
}
}
//if ( contact.GetShape2().GetBody().GetUserData() == "eraseSensor" )
//{
//var body3 = contact.GetShape1().GetBody();
//the_world.DestroyBody(body3);
//}
}
}
}
This is a modified version of Emanuele’s script: Box2D: tutorial for the absolute beginners
So I will only comment the changes:
Line 14: Creating a variable to keep track of the number of boxes created.
Line 40: Defining the_box
as a sensor.
Lines 41 and 45: Setting up the userData
for both sensors, so Box2D will be able to distinguish between them and other bodies.
Line 63: Setting the randomly generated box userData to the variable “i
” (that keeps track of the number of boxes created).
Line 67: Increasing “i
”
Lines 73 to 86: Setting up the contact listener:
73: Checking if m_contactList
is not null.
75: Defining variable contact
.
77 and 82: m_conctactList
will also check for contact between boxes. This will make sure that it will only execute the lines below on the bodies that we want.
78: Tracing the box userdata (“i” at the time it was created)
83 and 84: Defining body2
as the second object in contact and then destroying it. It is also possible to add “&& contact.GetShape2().GetBody().GetUserData() == 5
” to the if function, so it will only execute on the fifth body, i.e.
It is also possible to create non-0-density boxes as sensors, and attach them to bodies, but this is for another tutorial :) »
This is the result:
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