Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Actionscript 3 and Flash.

One of the features which highly contribute to the success of a physics engine is the collision detection.

NAPE has a robust collision detection, although you won’t find that much information around the web, that’s why this blog is a must read :)

To explain the basics of NAPE collision detection, I stripped the Hundreds game prototype and now I only have one ball running around the stage and bouncing off walls.

I will show you how to detect collision between the ball and the walls.

Look at the result:

Each time the balls bounce off the walls, the stage color changes.

This is the script:

package {
	import flash.display.Sprite;
	import flash.events.Event;
	import nape.geom.Vec2;
	import nape.phys.Body;
	import nape.phys.BodyList;
	import nape.phys.BodyType;
	import nape.shape.Polygon;
	import nape.shape.Circle;
	import nape.space.Space;
	import nape.util.ShapeDebug;
	import nape.shape.ShapeList;
	import nape.callbacks.*;

	public class Main extends Sprite {
		private var napeWorld:Space=new Space(new Vec2(0,0));
		private var debug:ShapeDebug=new ShapeDebug(640,480,0x00ff00);
		private var napeDebugSprite:Sprite=new Sprite();
		private var circleSpeed:Number=150;
		private var interactionListener:InteractionListener;
		private var wallCollisionType:CbType=new CbType();
		private var ballCollisionType:CbType=new CbType();
		private var ball:Body;
		public function Main():void {
			interactionListener=new InteractionListener(CbEvent.BEGIN,InteractionType.COLLISION,wallCollisionType,ballCollisionType,ballToWall);
			napeWorld.listeners.add(interactionListener);
			addChild(napeDebugSprite);
			napeDebugSprite.addChild(debug.display);
			ball=addCircle();
			addWall(320,0,640,10);
			addWall(320,480,640,10);
			addWall(0,240,10,480);
			addWall(640,240,10,480);
			addEventListener(Event.ENTER_FRAME,update);
		}
		private function ballToWall(collision:InteractionCallback):void {
			graphics.clear();
			graphics.beginFill(Math.random()*0xFFFFFF,0.5);
			graphics.drawRect(0,0,stage.stageWidth, stage.stageHeight );
			graphics.endFill();
		}
		private function addCircle():Body {
			var napeBody:Body=new Body(BodyType.DYNAMIC,new Vec2(Math.round(Math.random()*600+20),Math.round(Math.random()*440+20)));
			napeBody.cbTypes.add(ballCollisionType);
			var circle:Circle=new Circle(10);
			circle.material.elasticity=0.5;
			circle.material.density=1;
			circle.material.staticFriction=0;
			napeBody.shapes.add(circle);
			napeBody.space=napeWorld;
			napeBody.userData.name="circle";
			var randomAngle:Number=Math.random()*2*Math.PI;
			napeBody.velocity=new Vec2(circleSpeed*Math.cos(randomAngle),circleSpeed*Math.sin(randomAngle));
			return napeBody;
		}
		private function addWall(pX:Number,pY:Number,w:Number,h:Number):void {
			var napeBody:Body=new Body(BodyType.STATIC,new Vec2(pX,pY));
			napeBody.cbTypes.add(wallCollisionType);
			var polygon:Polygon=new Polygon(Polygon.box(w,h));
			polygon.material.elasticity=0.5;
			polygon.material.density=1;
			polygon.material.staticFriction=0;
			napeBody.shapes.add(polygon);
			napeBody.space=napeWorld;
		}
		private function update(e:Event):void {
			napeWorld.step(1/30,10,10);
			var velocity:Vec2=ball.velocity;
			var speed:Number=velocity.length;
			var ratio:Number=circleSpeed/speed;
			ball.velocity.muleq(ratio);
			debug.clear();
			debug.draw(napeWorld);
			debug.flush();
		}
	}
}

Let’s comment line by line what’s involved in collision detection:

private var interactionListener:InteractionListener;
private var wallCollisionType:CbType=new CbType();
private var ballCollisionType:CbType=new CbType();

Line 20: defining an interaction listener. Since a collision is an interaction, we need to define it at first.

Lines 21-22: these are Callback Types, and I am going to use them in a smart way to detect only some kind of collisions. Think about a Callback Type like a built-in Box2D collision filtering, if you are used to it.

interactionListener=new InteractionListener(CbEvent.BEGIN,InteractionType.COLLISION,wallCollisionType,ballCollisionType,ballToWall);
napeWorld.listeners.add(interactionListener);

Line 25: the core of the script: the Interaction Listener. You can handle any type of interaction with it, but since I am looking for collisions, here is the list of arguments:

CbEvent.BEGIN: the event type to listen for, in this example the begin of the event.

InteractionType.COLLISION: the interaction type to listen for, in this example a collision.

wallCollisionType: the OptionType to match first Interactor against, in this case the wall collision type

ballCollisionType: the OptionType to match second Interactor against, in this case the ball collision type

ballToWall: the callback function

Line 26: at this time, the newly created listeners is added to the NAPE world.

Line 44: this is how I add the ball to its Callback Type

Line 58: same thing for the wall.

And that’s it. No need to download any source code, just copy/paste it in the Hundreds game prototype source code.

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