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Talking about Actionscript 3, Box2D, Flash and Game development.

After seeing the character creation in Box2D Flash game creation tutorial – part 1, it’s time to add some coins to collect.

This process will involve some interesting Box2D features, like sensors and custom collision management.

I would suggest to read the basics of sensors at Erase Box: the tutorial and custom collision management at Creation of a Flash Stabilize! clone using Box2D – part 4.

Although they are both referred to an older Box2D version, they’ll introduce you to sensor and collisions.

Now the concept is simple: we are placing some circular sensors around the stage (the coins), then we’ll create a custom contact listener class to check whether the player is over a coin or not. If it’s over, we’ll remove the coin.

So this is the main script:

package {
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import Box2D.Dynamics.*;
	import Box2D.Collision.*;
	import Box2D.Collision.Shapes.*;
	import Box2D.Common.Math.*;
	public class ball02 extends Sprite {
		// world creation
		public var world:b2World=new b2World(new b2Vec2(0,10.0),true);
		public var world_scale:int=30;
		// the player
		public var player:b2Body;
		// force to apply to the player
		public var force:b2Vec2;
		// variables to store whether the keys are pressed or not
		// true = pressed;
		// false = unpressed
		public var left,right,up,down:Boolean=false;
		// declaring my custom contact listener class
		public var contact_listener=new custom_contact_listener();
		public function ball02():void {
			// assigning the contact listener to the world
			world.SetContactListener(contact_listener);
			// calling debug draw function
			debug_draw();
			// drawing the boundaries
			draw_box(250,400,500,10,false,"ground");
			draw_box(0,200,10,400,false,"left");
			draw_box(500,200,10,400,false,"right");
			draw_box(250,0,500,10,false,"roof");
			// adding the player at 250,200
			add_player(250,200);
			// adding some coins
			for (var i:int = 1; i<=5; i++) {
				draw_coin(Math.random()*400+50,Math.random()*300+50,Math.random()*3+2);
			}
			// listeners needed for the game to work
			addEventListener(Event.ENTER_FRAME, update);
			stage.addEventListener(KeyboardEvent.KEY_DOWN,on_key_down);
			stage.addEventListener(KeyboardEvent.KEY_UP,on_key_up);
		}
		// according to the key pressed, set the proper variable to "true"
		public function on_key_down(e:KeyboardEvent):void {
			switch (e.keyCode) {
				case 37 :
					left=true;
					break;
				case 38 :
					up=true;
					break;
				case 39 :
					right=true;
					break;
				case 40 :
					down=true;
					break;
			}
		}
		// according to the key released, set the proper variable to "false"
		public function on_key_up(e:KeyboardEvent):void {
			switch (e.keyCode) {
				case 37 :
					left=false;
					break;
				case 38 :
					up=false;
					break;
				case 39 :
					right=false;
					break;
				case 40 :
					down=false;
					break;
			}
		}
		// function to draw a coin
		public function draw_coin(px,py,r):void {
			var my_body:b2BodyDef= new b2BodyDef();
			my_body.position.Set(px/world_scale, py/world_scale);
			var my_circle:b2CircleShape=new b2CircleShape(r/world_scale);
			var my_fixture:b2FixtureDef = new b2FixtureDef();
			my_fixture.shape=my_circle;
			// look! it's a sensor!!
			my_fixture.isSensor=true;
			var world_body:b2Body=world.CreateBody(my_body);
			world_body.CreateFixture(my_fixture);
		}
		// simple function to draw a box
		public function draw_box(px,py,w,h,d,ud):void {
			var my_body:b2BodyDef= new b2BodyDef();
			my_body.position.Set(px/world_scale, py/world_scale);
			if (d) {
				my_body.type=b2Body.b2_dynamicBody;
			}
			var my_box:b2PolygonShape = new b2PolygonShape();
			my_box.SetAsBox(w/2/world_scale, h/2/world_scale);
			var my_fixture:b2FixtureDef = new b2FixtureDef();
			my_fixture.shape=my_box;
			var world_body:b2Body=world.CreateBody(my_body);
			world_body.SetUserData(ud);
			world_body.CreateFixture(my_fixture);
		}
		// function to add the player
		public function add_player(px,py):void {
			var my_body:b2BodyDef= new b2BodyDef();
			my_body.position.Set(px/world_scale, py/world_scale);
			my_body.type=b2Body.b2_dynamicBody;
			var my_circle:b2CircleShape=new b2CircleShape(10/world_scale);
			var my_fixture:b2FixtureDef = new b2FixtureDef();
			my_fixture.shape=my_circle;
			player=world.CreateBody(my_body);
			player.CreateFixture(my_fixture);
		}
		// debug draw
		public function debug_draw():void {
			var debug_draw:b2DebugDraw = new b2DebugDraw();
			var debug_sprite:Sprite = new Sprite();
			addChild(debug_sprite);
			debug_draw.SetSprite(debug_sprite);
			debug_draw.SetDrawScale(world_scale);
			debug_draw.SetFlags(b2DebugDraw.e_shapeBit);
			world.SetDebugDraw(debug_draw);
		}
		// function to be executed at every frame
		public function update(e:Event):void {
			// setting the force to null
			force=new b2Vec2(0,0);
			// according to the key(s) pressed, add the proper vector force
			if (left) {
				force.Add(new b2Vec2(-10,0));
			}
			if (right) {
				force.Add(new b2Vec2(10,0));
			}
			if (up) {
				force.Add(new b2Vec2(0,-20));
			}
			if (down) {
				force.Add(new b2Vec2(0,5));
			}
			// if there is any force, then apply it
			if (force.x||force.y) {
				player.ApplyForce(force,player.GetWorldCenter());
			}
			world.Step(1/30,10,10);
			world.ClearForces();
			// scanning through all bodies
			for (var worldbody:b2Body = world.GetBodyList(); worldbody; worldbody = worldbody.GetNext()) {
				// if a body is marked as "remove"...
				if (worldbody.GetUserData()=="remove") {
					// ... just remove it!!
					world.DestroyBody(worldbody);
				}
			}
			world.DrawDebugData();
		}
	}
}

Let's see the interesting lines:

Line 22: declaring my contact_listener variable, as custom_contact_listener type

Line 25: assigning my custom contact listener class to Box2D world

Lines 36-38: calling five times the draw_coin function passing three parameters: x position, y position and radius.

Lines 79-89: the draw_coin function... just a basic function that draw a circle... just notice at line 86 how I am declaring the circle as a sensor. This way the circle exists in the world but won't physically collide with anything. Also, a sensor should be a static body, or it will fall down outside the stage as it won't collide with anything.

Lines 150-156: scanning through all bodies to find, and eventually remove, bodies marked with remove. Such marker is handled by the custom contact listener class, located in the custom_contact_listener.as file:

package {
	import Box2D.Dynamics.*;
	import Box2D.Collision.*;
	import Box2D.Collision.Shapes.*;
	import Box2D.Dynamics.Joints.*;
	import Box2D.Dynamics.Contacts.*;
	import Box2D.Common.*;
	import Box2D.Common.Math.*;
	class custom_contact_listener extends b2ContactListener {
		override public function BeginContact(contact:b2Contact):void {
			// getting the fixtures that collided
			var fixtureA:b2Fixture=contact.GetFixtureA();
			var fixtureB:b2Fixture=contact.GetFixtureB();
			// if the fixture is a sensor, mark the parent body to be removed
			if (fixtureB.IsSensor()) {
				fixtureB.GetBody().SetUserData("remove");
			}
			if (fixtureA.IsSensor()) {
				fixtureA.GetBody().SetUserData("remove");
			}
		}
	}
}

BeginContact function will give us the fixtures involved in the collision. Then at lines 15-17 and 18-20 I am checking if the fixture is a sensor, then eventually mark its parent body to be removed.

Important: don't try to remove the body inside this function, because bodies have a locked status while they are in the middle of a timestep, so you should remove a body only after you performed the Step (line 147 of the main file). This gave me a little headache, so you've been warned!

This is the result:

Pick up all little circles moving the player tapping on arrow keys.

Download the source code.

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