Talking about Actionscript 3, Box2D, Flash and Game development.
This is an uncommented and unoptimized attempt to make an arrow engine. I used the third example of my Flying arrows simulation with Box2D, added the lines to have the camera following the latest arrow fired taken from Develop a Flash game like Angry Birds using Box2D – Following bird with the camera and skinning crates and played with a custom contact listener to add different behaviors to arrow-wall collision, arrow-crate collision and arrow-arrow collision.
I got also inspired by iforce2D sticky projectiles, and this is what I made:
Click on the stage to shoot an arrow from x=50, y=240 according to the angle between such coordinate and mouse pointer.
This is the main class:
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.Contacts.*;
public class Main extends Sprite {
private var world:b2World=new b2World(new b2Vec2(0,10),true);
private var worldScale:int=30;
private var arrowVector:Vector.=new Vector.();
private var customContact=new CustomContactListener();
public function Main():void {
world.SetContactListener(customContact);
debugDraw();
wall(640,470,1280,20);
wall(1270,240,20,4800);
for (var i:Number=1; i<=10; i++) {
crate(Math.random()*500+640,Math.random()*400,80,80);
}
addEventListener(Event.ENTER_FRAME, update);
stage.addEventListener(MouseEvent.CLICK,addArrow);
}
private function addArrow(e:MouseEvent):void {
var angle:Number=Math.atan2(mouseY-240,mouseX-50);
var vertices:Vector.=new Vector.();
vertices.push(new b2Vec2(-1.4,0));
vertices.push(new b2Vec2(0,-0.1));
vertices.push(new b2Vec2(0.6,0));
vertices.push(new b2Vec2(0,0.1));
var bodyDef:b2BodyDef= new b2BodyDef();
bodyDef.position.Set(50/worldScale,240/worldScale);
bodyDef.type=b2Body.b2_dynamicBody;
bodyDef.userData={name:"arrow",freeFlight:false,follow:true};
bodyDef.bullet=true;
var polygonShape:b2PolygonShape = new b2PolygonShape();
polygonShape.SetAsVector(vertices,4);
var fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.shape=polygonShape;
fixtureDef.density=1;
fixtureDef.friction=0.5;
fixtureDef.restitution=0.5;
var body:b2Body=world.CreateBody(bodyDef);
body.CreateFixture(fixtureDef);
body.SetLinearVelocity(new b2Vec2(30*Math.cos(angle),30*Math.sin(angle)));
body.SetAngle(angle);
for (var i:Number=0; i=0; i--) {
var body:b2Body=arrowVector[i];
if (body.GetType()==b2Body.b2_dynamicBody) {
if (! body.GetUserData().freeFlight) {
var flyingAngle:Number=Math.atan2(body.GetLinearVelocity().y,body.GetLinearVelocity().x);
body.SetAngle(flyingAngle);
}
}
else {
arrowVector.splice(i,1);
body.SetBullet(false);
body.GetUserData().follow=false;
}
if (body.GetUserData().follow) {
var posX:Number=body.GetPosition().x*worldScale;
posX=stage.stageWidth/2-posX;
if (posX>0) {
posX=0;
}
if (posX<-640) {
posX=-640;
}
x=posX;
}
}
world.DrawDebugData();
}
}
}
and this is the custom contact listener:
package {
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Dynamics.Joints.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Common.Math.b2Vec2;
class CustomContactListener extends b2ContactListener {
override public function PreSolve(contact:b2Contact, oldManifold:b2Manifold):void {
var contactPoint:b2Vec2;
var weldJointDef:b2WeldJointDef;
if (contact.IsTouching()) {
var bodyA:b2Body=contact.GetFixtureA().GetBody();
var bodyB:b2Body=contact.GetFixtureB().GetBody();
var objA:Object=bodyA.GetUserData();
var objB:Object=bodyB.GetUserData();
if (objA.name=="arrow"&&objB.name=="arrow") {
for (var j:b2JointEdge=bodyA.GetJointList(); j; j=j.next) {
bodyA.GetWorld().DestroyJoint(j.joint);
}
for (j=bodyB.GetJointList(); j; j=j.next) {
bodyB.GetWorld().DestroyJoint(j.joint);
}
}
if (objA.name=="wall"&&objB.name=="arrow") {
if (! objB.freeFlight) {
weldJointDef = new b2WeldJointDef();
weldJointDef.Initialize(bodyB,bodyA,bodyA.GetWorldCenter());
bodyB.GetWorld().CreateJoint(weldJointDef);
}
}
if (objB.name=="wall"&&objA.name=="arrow") {
if (! objA.freeFlight) {
weldJointDef = new b2WeldJointDef();
weldJointDef.Initialize(bodyA,bodyB,bodyB.GetWorldCenter());
bodyA.GetWorld().CreateJoint(weldJointDef);
}
}
if (objA.name=="crate"&&objB.name=="arrow") {
contactPoint=contact.GetManifold().m_points[0].m_localPoint;
if (! objB.freeFlight&&Math.round(contactPoint.x*10)==6) {
weldJointDef = new b2WeldJointDef();
weldJointDef.Initialize(bodyB,bodyA,bodyA.GetWorldCenter());
bodyB.GetWorld().CreateJoint(weldJointDef);
}
}
if (objB.name=="crate"&&objA.name=="arrow") {
contactPoint=contact.GetManifold().m_points[0].m_localPoint;
if (! objA.freeFlight&&Math.round(contactPoint.x*10)==6) {
weldJointDef = new b2WeldJointDef();
weldJointDef.Initialize(bodyA,bodyB,bodyB.GetWorldCenter());
bodyA.GetWorld().CreateJoint(weldJointDef);
}
}
if (objB.name=="arrow") {
objB.freeFlight=true;
}
if (objA.name=="arrow") {
objA.freeFlight=true;
}
}
}
}
}
Next time, I'll add some improvements like a real bow firing arrow at different speed. Meanwhile feel free to give feedback or suggestions.
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