Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Actionscript 3, Box2D, Flash and Game development.

When I made the PhysInjector game prototype in only 100 lines of code I told you you would need a lot more lines (and work) in order to make the same thing run with pure Box2D.

Today I am showing you how much work.. this is the main class:

package {
	import flash.display.Sprite;
	import flash.events.MouseEvent;
	import flash.events.Event;
	import flash.text.TextField;
	import Box2D.Dynamics.*;
	import Box2D.Collision.Shapes.*;
	import Box2D.Common.Math.*;
	import Box2D.Dynamics.Contacts.*;
	import Box2D.Dynamics.Joints.*;
	public class Main extends Sprite {
		private var world:b2World=new b2World(new b2Vec2(0,10),true);
		private var worldScale:Number=30;
		private var joint:b2RevoluteJoint;
		private var bodyFloor:b2Body;
		private var floor:Sprite= new Sprite();
		private var colorArray:Array=[0xff0000,0x00ff00,0x0000ff,0xffff00,0xff00ff,0x00ffff,0x000000,0xffffff];
		private var boxColor:Number=Math.floor(Math.random()*colorArray.length);
		private var lives:Number=3;
		private var score:Number=0;
		private var scoreText:TextField = new TextField();
		public function Main() {
			var customContact:CustomContactListener=new CustomContactListener();
			world.SetContactListener(customContact);
			graphics.lineStyle(2,0x000000);
			graphics.moveTo(0,100);
			graphics.lineTo(640,100);
			addChild(scoreText);
			floor.x=50;
			floor.y=420;
			addChild(floor);
			fillFloor();
			var bodyDef:b2BodyDef=new b2BodyDef();
			bodyDef.position.Set(320/worldScale,430/worldScale);
			bodyDef.type=b2Body.b2_dynamicBody;
			bodyDef.userData={name:"floor",asset:floor};
			var polygonShape:b2PolygonShape=new b2PolygonShape();
			polygonShape.SetAsBox(270/worldScale,10/worldScale);
			var fixtureDef:b2FixtureDef=new b2FixtureDef();
			fixtureDef.shape=polygonShape;
			fixtureDef.density=10;
			fixtureDef.restitution=0;
			fixtureDef.friction=0.2;
			bodyFloor=world.CreateBody(bodyDef);
			bodyFloor.CreateFixture(fixtureDef);
			var revoluteJointDef:b2RevoluteJointDef=new b2RevoluteJointDef();
			revoluteJointDef.localAnchorA.Set(0,0);
			revoluteJointDef.localAnchorB.Set(320/worldScale,430/worldScale);
			revoluteJointDef.bodyA=bodyFloor;
			revoluteJointDef.bodyB=world.GetGroundBody();
			revoluteJointDef.enableMotor=true;
			joint=world.CreateJoint(revoluteJointDef) as b2RevoluteJoint;
			var sensor:Sprite=new Sprite();
			sensor.graphics.beginFill(0x000000);
			sensor.graphics.drawRect(-640,-10,1280,20);
			sensor.graphics.endFill();
			addChild(sensor);
			sensor.x=-320;
			sensor.y=500;
			bodyDef.position.Set(320/worldScale,510/worldScale);
			bodyDef.type=b2Body.b2_staticBody;
			bodyDef.userData={name:"sensor",asset:sensor};
			polygonShape.SetAsBox(640/worldScale,10/worldScale);
			fixtureDef.shape=polygonShape;
			fixtureDef.isSensor=true;
			var sensorBody:b2Body=world.CreateBody(bodyDef);
			sensorBody.CreateFixture(fixtureDef);
			addEventListener(Event.ENTER_FRAME,update);
			stage.addEventListener(MouseEvent.CLICK,addBox);
		}
		private function fillFloor():void {
			floor.graphics.clear();
			floor.graphics.beginFill(colorArray[boxColor]);
			floor.graphics.drawRect(-270,-10,540,20);
			floor.graphics.endFill();
		}
		private function addBox(e:MouseEvent):void {
			if (mouseY<100) {
				var box:Sprite = new Sprite();
				box.graphics.beginFill(colorArray[boxColor]);
				box.graphics.drawRect(-25,-25,50,50);
				box.graphics.endFill();
				box.x=mouseX-25;
				box.y=mouseY-25;
				addChild(box);
				var bodyDef:b2BodyDef=new b2BodyDef();
				bodyDef.position.Set(mouseX/worldScale,mouseY/worldScale);
				bodyDef.type=b2Body.b2_dynamicBody;
				bodyDef.userData={name:"box",asset:box,val:boxColor,hit:false,destroy:false};
				var polygonShape:b2PolygonShape=new b2PolygonShape();
				polygonShape.SetAsBox(25/worldScale,25/worldScale);
				var fixtureDef:b2FixtureDef=new b2FixtureDef();
				fixtureDef.shape=polygonShape;
				fixtureDef.density=1+score/100;
				fixtureDef.restitution=0;
				fixtureDef.friction=0.2;
				var body:b2Body=world.CreateBody(bodyDef);
				body.CreateFixture(fixtureDef);
				boxColor=Math.floor(Math.random()*colorArray.length);
				fillFloor();
			}
		}
		private function update(event:Event):void {
			world.Step(1/30,10,10);
			for (var currentBody:b2Body=world.GetBodyList(); currentBody; currentBody=currentBody.GetNext()) {
				if (currentBody.GetUserData()) {
					currentBody.GetUserData().asset.x=currentBody.GetPosition().x*worldScale;
					currentBody.GetUserData().asset.y=currentBody.GetPosition().y*worldScale;
					currentBody.GetUserData().asset.rotation=currentBody.GetAngle()*(180/Math.PI);
					if (currentBody.GetUserData().hit) {
						currentBody.GetUserData().hit=false;
						score+=0.5;
						currentBody.GetUserData().asset.alpha-=0.25;
						if (currentBody.GetUserData().asset.alpha<=0) {
							score+=2.5;
							removeChild(currentBody.GetUserData().asset);
							world.DestroyBody(currentBody);
						}
						scoreText.text=score.toString()+" - "+lives.toString()+" lives";
					}
					if (currentBody.GetUserData().destroy) {
						removeChild(currentBody.GetUserData().asset);
						world.DestroyBody(currentBody);
						lives--;
						scoreText.text=score.toString()+" - "+lives.toString()+" lives";
						if (lives==0) {
							removeEventListener(Event.ENTER_FRAME,update);
							stage.removeEventListener(MouseEvent.CLICK,addBox);
						}
					}
				}
			}
			joint.SetMotorSpeed(bodyFloor.GetUserData().asset.rotation);
			joint.SetMaxMotorTorque(Math.abs(bodyFloor.GetUserData().asset.rotation)*100);
			world.ClearForces();
		}
	}
}

… 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 BeginContact(contact:b2Contact):void {
			var bodyA:b2Body=contact.GetFixtureA().GetBody();
			var bodyB:b2Body=contact.GetFixtureB().GetBody();
			if (bodyA.GetUserData().name=="box"&&bodyB.GetUserData().name=="box"&&bodyA.GetUserData().val==bodyB.GetUserData().val) {
				bodyA.GetUserData().hit=true;
				bodyB.GetUserData().hit=true;
			}
			if (bodyA.GetUserData().name=="sensor"&&bodyB.GetUserData().name=="box") {
				bodyB.GetUserData().destroy=true;
			}
			if (bodyA.GetUserData().name=="box"&&bodyB.GetUserData().name=="sensor") {
				bodyA.GetUserData().destroy=true;
			}
		}
	}
}

As you can see, the whole script is 138+23 = 161 lines long, moreover I had to override a function, create one more class, and spend more time.

That’s why I am using PhysInjector library for a quick game I am going to release next week.

Anyway, this is the result of the Box2D version:

Click with mouse button above the black line and match boxes of the same color.

Download the source code.

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