Talking about Tiny Wings game, Actionscript 3, Box2D, Flash and Game development.
Some days ago I posted an example of a Box2D terrain like the Tiny Wings one.
Today I tried to make it endless and scrollable.
It’s very easy as it requires only a little modification to the original script.
Basically you have to attach a new hill to the right before the last hills will be completely visible , and remove the slices when they leave the screen to the left side, to save memory.
In this example, I am removing slices 20 pixels before they leave the screen, to make you see it works:
If you are afraid about Box2D world boundaries, I tested the terrain scrolling it for more than two million pixels, and everything worked like a charm.
Do you think it could be enough?
This is the script:
package {
import flash.display.Sprite;
import flash.geom.Point;
import flash.events.MouseEvent;
import flash.events.Event;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
public class Main extends Sprite {
private var world:b2World=new b2World(new b2Vec2(0,10),true);
private var worldScale:int=30;
private var nextHill:Number=140+Math.random()*200;
public function Main() {
world=new b2World(new b2Vec2(0,10),true);
debugDraw();
nextHill=drawHill(10,0,nextHill);
addEventListener(Event.ENTER_FRAME,updateWorld);
}
private function debugDraw():void {
var worldDebugDraw:b2DebugDraw=new b2DebugDraw();
var debugSprite:Sprite = new Sprite();
addChild(debugSprite);
worldDebugDraw.SetSprite(debugSprite);
worldDebugDraw.SetDrawScale(worldScale);
worldDebugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit);
worldDebugDraw.SetFillAlpha(0.5);
world.SetDebugDraw(worldDebugDraw);
}
private function drawHill(pixelStep:int,xOffset:Number,yOffset:Number):Number {
var hillStartY:Number=yOffset;
var hillWidth:Number=640;
var hillSliceWidth=hillWidth/pixelStep;
var hillVector:Vector.;
var randomHeight:Number=Math.random()*100;
if (xOffset!=0) {
hillStartY-=randomHeight;
}
for (var j:int=0; j();
hillVector.push(new b2Vec2((j*pixelStep+xOffset)/worldScale,480/worldScale));
hillVector.push(new b2Vec2((j*pixelStep+xOffset)/worldScale,(hillStartY+randomHeight*Math.cos(2*Math.PI/hillSliceWidth*j))/worldScale));
hillVector.push(new b2Vec2(((j+1)*pixelStep+xOffset)/worldScale,(hillStartY+randomHeight*Math.cos(2*Math.PI/hillSliceWidth*(j+1)))/worldScale));
hillVector.push(new b2Vec2(((j+1)*pixelStep+xOffset)/worldScale,480/worldScale));
var sliceBody:b2BodyDef=new b2BodyDef ;
var centre:b2Vec2=findCentroid(hillVector,hillVector.length);
sliceBody.position.Set(centre.x,centre.y);
for (var z:int=0; z, count:uint):b2Vec2 {
var c:b2Vec2 = new b2Vec2();
var area:Number=0.0;
var p1X:Number=0.0;
var p1Y:Number=0.0;
var inv3:Number=1.0/3.0;
for (var i:int = 0; i < count; ++i) {
var p2:b2Vec2=vs[i];
var p3:b2Vec2=i+1
Next time I think I am adding a little car... No need to download anything, just replace the code used in the original example.
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.