Talking about Crush the Castle game, Actionscript 3, Box2D and Flash.
This is an early attempt to simulate a real world catapult using Box2D.
Raw and uncommented code, but a lot of useful information about compound objects, revolute joints and motors.
This is what you’ll get:
Click with the mouse to shoot the ball.
And this 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.*;
import Box2D.Dynamics.Joints.*;
public class main extends Sprite {
public var world:b2World=new b2World(new b2Vec2(0,10.0),true);
public var world_scale:int=30;
var arm_joint:b2RevoluteJointDef = new b2RevoluteJointDef();
var the_joint_itself:b2RevoluteJoint;
public function main():void {
debug_draw();
draw_box(250,400,500,30,false,"ground");
var catapult_body:b2BodyDef = new b2BodyDef();
catapult_body.position.Set(350/world_scale,200/world_scale);
catapult_body.type=b2Body.b2_dynamicBody;
var main_part:b2PolygonShape = new b2PolygonShape();
main_part.SetAsOrientedBox(125/world_scale, 20/world_scale, new b2Vec2(0,0),0);
var fixed_arm:b2PolygonShape = new b2PolygonShape();
fixed_arm.SetAsOrientedBox(20/world_scale, 60/world_scale, new b2Vec2(-80/world_scale,-40/world_scale),0);
var catapult_itself:b2Body=world.CreateBody(catapult_body);
catapult_itself.CreateFixture2(main_part,200);
catapult_itself.CreateFixture2(fixed_arm,200);
var catapult_arm:b2BodyDef = new b2BodyDef();
catapult_arm.allowSleep = false;
catapult_arm.position.Set(210/world_scale,110/world_scale);
catapult_arm.type=b2Body.b2_dynamicBody;
var arm_part:b2PolygonShape = new b2PolygonShape();
arm_part.SetAsOrientedBox(150/world_scale, 10/world_scale, new b2Vec2(0,0),0);
var stopper:b2PolygonShape = new b2PolygonShape();
stopper.SetAsOrientedBox(10/world_scale, 20/world_scale, new b2Vec2(-140/world_scale,-30/world_scale),0);
var catapult_arm_itself:b2Body=world.CreateBody(catapult_arm);
catapult_arm_itself.CreateFixture2(arm_part,1);
catapult_arm_itself.CreateFixture2(stopper,1);
arm_joint.enableMotor = true;
arm_joint.enableLimit = true;
arm_joint.Initialize(catapult_itself, catapult_arm_itself,new b2Vec2(0,0));
arm_joint.localAnchorA=new b2Vec2(-80/world_scale,-90/world_scale);
arm_joint.localAnchorB=new b2Vec2(60/world_scale,0);
the_joint_itself=world.CreateJoint(arm_joint) as b2RevoluteJoint;
the_joint_itself.SetMotorSpeed(1000);
the_joint_itself.SetLimits(-Math.PI,Math.PI/3);
the_joint_itself.SetMaxMotorTorque(1)
var cannonball:b2BodyDef= new b2BodyDef();
cannonball.position.Set(90/world_scale, 90/world_scale);
cannonball.type=b2Body.b2_dynamicBody;
var ball:b2CircleShape=new b2CircleShape(10/world_scale);
var the_cannonball_itself:b2Body=world.CreateBody(cannonball);
the_cannonball_itself.CreateFixture2(ball,20);
addEventListener(Event.ENTER_FRAME, update);
stage.addEventListener(MouseEvent.CLICK,fire);
}
public function fire(e:MouseEvent):void {
the_joint_itself.SetMaxMotorTorque(10000)
}
public function draw_box(px,py,w,h,d,ud):void {
var ground:b2BodyDef= new b2BodyDef();
ground.position.Set(px/world_scale, py/world_scale);
if (d) {
ground.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 the_ground_itself:b2Body=world.CreateBody(ground);
the_ground_itself.SetUserData(ud);
the_ground_itself.CreateFixture(my_fixture);
}
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|b2DebugDraw.e_jointBit);
debug_draw.SetFillAlpha(0.5);
world.SetDebugDraw(debug_draw);
}
public function update(e:Event):void {
world.Step(1/30,10,10);
world.ClearForces();
world.DrawDebugData();
}
}
}
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