Talking about Ball Game game, Actionscript 3, Box2D, Flash and Game development.
After the old AS2 example and the Flare3D example published some days ago, it’s time to show you how to create a Flash Ball game with visual from above using Box2D.
Let’s jump directly to source code:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import Box2D.Dynamics.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
public class box2dball extends Sprite {
private var world:b2World=new b2World(new b2Vec2(0,0),true);
private var worldScale:int=30;
public var theBall:b2Body;
private var left,right,up,down:Boolean=false;
public function box2dball() {
debugDraw();
addTrack(100,240,200,480);
addTrack(540,240,200,480);
addTrack(320,-100,640,200);
addTrack(320,580,640,200);
addBall(100,100);
addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(KeyboardEvent.KEY_DOWN,onKeyD);
stage.addEventListener(KeyboardEvent.KEY_UP,onKeyU);
}
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 addTrack(xOrigin:Number,yOrigin:Number,xSize:Number,ySize:Number):void {
var box:b2BodyDef= new b2BodyDef();
box.position.Set(xOrigin/worldScale,yOrigin/worldScale);
var square:b2PolygonShape = new b2PolygonShape();
square.SetAsBox(xSize/2/worldScale, ySize/2/worldScale);
var boxFixture:b2FixtureDef = new b2FixtureDef();
boxFixture.shape=square;
boxFixture.isSensor=true;
var boxBody:b2Body=world.CreateBody(box);
boxBody.CreateFixture(boxFixture);
boxBody.SetLinearVelocity(new b2Vec2(0,5));
}
private function addBall(xOrigin:Number,yOrigin:Number):void {
var ball:b2BodyDef= new b2BodyDef();
ball.userData=new Object();
ball.userData.name="ball";
ball.type=b2Body.b2_dynamicBody;
ball.position.Set(xOrigin/worldScale, yOrigin/worldScale);
ball.linearDamping=1.01;
var circle:b2CircleShape=new b2CircleShape(15/worldScale);
var ballFixture:b2FixtureDef = new b2FixtureDef();
ballFixture.shape=circle;
ballFixture.friction=10;
ballFixture.density=1;
ballFixture.restitution=1;
theBall=world.CreateBody(ball);
theBall.CreateFixture(ballFixture);
}
private function onKeyD(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;
}
}
private function onKeyU(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;
}
}
private function manageForces():void {
var force:b2Vec2=new b2Vec2(0,0);
if (left) {
force.Add(new b2Vec2(-10,0));
}
if (right) {
force.Add(new b2Vec2(10,0));
}
if (up) {
force.Add(new b2Vec2(0,-10));
}
if (down) {
force.Add(new b2Vec2(0,10));
}
if (force.x||force.y) {
theBall.ApplyForce(force,theBall.GetWorldCenter());
}
}
private function update(e:Event):void {
manageForces();
world.Step(1/30,10,10);
world.ClearForces();
world.DrawDebugData();
x=320-theBall.GetWorldCenter().x*worldScale;
y=240-theBall.GetWorldCenter().y*worldScale;
}
}
}
and let’s see the interesting lines:
Line 9: being a game with visual from above, there’s no gravity, that’s why the gravity vector in the constructor is set to a null vector.
Lines 24-33: this function, called at line 14, manages the debug draw. For more information about debug draw check Understanding Box2D debug draw.
Lines 34-45: this function simply adds a box to the world, as you have seen a million times. Just notice line 41 where isSensor
property is set to true
. If you don’t know what is a Box2D sensor, check Box2D Flash game creation tutorial – part 2.
Lines 46-61: this function will add the ball. Nothing new in this piece of code too, but note how I simulate air friction setting linearDamping
property greater than 1 at line 52
Lines 94-95: according to the arrow key(s) being pressed, a different force is applied to the ball.
And here is the result:
Tap arrow keys to move the ball. Try to keep it inside the track. At the moment we don’t check if the ball is inside the track. We’ll do it in next step, when we’ll finish the prototype.
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