Talking about Stabilize! game, Actionscript 3, Box2D, Flash and Game development.
Time to add some new features to our Stabilize! clone we started in this post.
The features we’ll add this time are:
* Restricted area in which you can drop crates
* “Real” crates, made with a movieclip, take the place of the boxes you can draw with the mouse
As you can see, the script looks less and less like the original Drawing boxes on the fly in Box2D and it’s starting to become a custom one.
To create the restricted area, I simply create the area movieclip and check if the mouse in inside such movieclip with hitTestPoint
method.
It works with three parameters:
x
:Number – The x coordinate to test against this object.
y
:Number -The y coordinate to test against this object. These coordinates are mouseX
and mouseY
shapeFlag
:Boolean (default = false
) -Whether to check against the actual pixels of the object (true
) or the bounding box (false
). Obviously I want it to be true
Here it is the source code:
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 stabilize extends Sprite {
public var m_sprite: Sprite = new Sprite();
public var m_world:b2World;
// the_crate is the crate sprite
public var the_crate:crate=new crate();
// droppable_area is the sprite representing the area your mouse
// must overlap to drop a crate
public var droppable_area:drop_area = new drop_area();
public function stabilize() {
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);
m_sprite = new Sprite();
addChild(m_sprite);
addChild(droppable_area);
addChild(the_crate);
debug_draw();
AddBox(250/30,350/30,10/30,10/30,0,false);
AddBox(250/30,350/30,200/30,10/30,20,false);
addEventListener(Event.ENTER_FRAME,Update);
stage.addEventListener(MouseEvent.MOUSE_DOWN,mousePressed);
stage.addEventListener(MouseEvent.MOUSE_MOVE,mouseMoved);
}
public function mousePressed(e:MouseEvent) {
// look at hitTestPoint... the final true value says it's going to to check against the actual pixels
// instead of the bounding box
if (droppable_area.hitTestPoint(mouseX,mouseY,true)) {
AddBox(mouseX/30,mouseY/30,0.5,0.5,3,true);
}
}
public function mouseMoved(e:MouseEvent) {
the_crate.x=mouseX;
the_crate.y=mouseY;
if (droppable_area.hitTestPoint(mouseX,mouseY,true)) {
the_crate.alpha=1;
} else {
the_crate.alpha=0.5;
}
}
// function AddBox
// px: x position
// py: y position
// _halfwidth: half of the box width
// _halfheight: half of the box height
// density: density of the box (0: static)
// is_crate: if true, it's a crate (and you should render the proper movieclip
public function AddBox(px:Number,py:Number,_halfwidth:Number,_halfheight:Number,density:Number,is_crate:Boolean) {
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.position.Set(px,py);
var boxDef:b2PolygonDef = new b2PolygonDef();
boxDef.SetAsBox(_halfwidth,_halfheight);
boxDef.density=density;
boxDef.friction=0.3;
boxDef.restitution=0.2;
if (is_crate) {
bodyDef.userData = new crate();
}
var body:b2Body=m_world.CreateBody(bodyDef);
body.CreateShape(boxDef);
body.SetMassFromShapes();
if (is_crate) {
addChild(bodyDef.userData);
}
}
public function Update(e:Event) {
m_world.Step(1/30,10);
for (var bb:b2Body = m_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);
}
}
}
public function debug_draw() {
var dbgDraw:b2DebugDraw = new b2DebugDraw();
var dbgSprite:Sprite = new Sprite();
m_sprite.addChild(dbgSprite);
dbgDraw.m_sprite=m_sprite;
dbgDraw.m_drawScale=30;
dbgDraw.m_alpha=1;
dbgDraw.m_fillAlpha=0.5;
dbgDraw.m_lineThickness=1;
dbgDraw.m_drawFlags=b2DebugDraw.e_shapeBit;
m_world.SetDebugDraw(dbgDraw);
}
}
}
And this is the result:
Click inside the red area to drop a crate
Download the source code, Box2D library excluded
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