Creation of an hook using Nape Physics Engine and Distance Joint
Talking about Mikey Hooks game, Actionscript 3, Flash and Game development.
Since the creation of a Box2D hook like the one seen on iOS Mikey Hooks game was quite interesting, I got some message and email asking me to do the same thing with Nape Physics Engine which seems to perform better on mobile devices.
Here it is, I kept the same comments and the same function name and order to let you compare the scripts:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import nape.geom.Vec2;
import nape.phys.Body;
import nape.phys.BodyList;
import nape.phys.BodyType;
import nape.shape.Polygon;
import nape.space.Space;
import nape.util.ShapeDebug;
import nape.shape.ShapeList;
import nape.constraint.DistanceJoint;
import nape.constraint.Constraint;
public class Main extends Sprite {
private var napeWorld:Space=new Space(new Vec2(0,500));
private var hero:Body;
private var distanceJoint:DistanceJoint;
private var debug:ShapeDebug=new ShapeDebug(640,480,0xffffff);
private var napeDebugSprite:Sprite=new Sprite();
private var isHooked:Boolean=false;
public function Main():void {
// this is the ground
addBox(320,480,640,20,BodyType.STATIC);
// let's add some random stuff
for (var i:Number=1; i<=12; i++) {
addBox(Math.random()*600+20,Math.random()*300,Math.random()*30+15,Math.random()*30+15,BodyType.STATIC);
}
// and finally the hero
hero=addBox(320,460,20,20,BodyType.DYNAMIC);
addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(MouseEvent.MOUSE_DOWN,fireHook);
stage.addEventListener(MouseEvent.MOUSE_UP,releaseHook);
addChild(napeDebugSprite);
debug.drawConstraints=true;
napeDebugSprite.addChild(debug.display);
}
private function fireHook(e:MouseEvent):void {
// when firing the hook, let's remove old joints, if any
if (distanceJoint) {
napeWorld.constraints.remove(distanceJoint);
}
// checking the body under the mouse;
var bodies:BodyList=napeWorld.bodiesUnderPoint(new Vec2(mouseX,mouseY));
if (bodies.length==1) {
// if I have a body under the mouse, I create a distance joint between the hero and the body itself
var body:Body=bodies.at(0);
if (body.isStatic()) {
distanceJoint=new DistanceJoint(body,hero,new Vec2(0,0),new Vec2(0,0),0,Vec2.distance(body.position,hero.position));
distanceJoint.space=napeWorld;
isHooked=true
}
}
}
private function releaseHook(e:MouseEvent):void {
// if I release the mouse, I destroy the distance joint
if (distanceJoint) {
napeWorld.constraints.remove(distanceJoint);
isHooked=false;
}
}
private function manageHook():void{
// as long as the hook is active, I shorten a bit joint distance
if (isHooked) {
distanceJoint.jointMax=distanceJoint.jointMax*0.99
}
}
private function addBox(pX:Number,pY:Number,w:Number,h:Number,bodyType:BodyType):Body {
var body:Body=new Body(bodyType,new Vec2(pX,pY));
var polygon:Polygon=new Polygon(Polygon.box(w,h));
polygon.material.elasticity=0.5;
polygon.material.density=1;
polygon.material.staticFriction=0;
body.shapes.add(polygon);
body.space=napeWorld;
return body;
}
private function update(e:Event):void {
napeWorld.step(1/30,10,10);
manageHook()
debug.clear();
debug.draw(napeWorld);
debug.flush();
}
}
}
And this is the result:
Click and hold your mouse over a static body to create a hook and rewind it, release mouse button to destroy the hook. Try to swing like a tarzan geek, again
Download the source code. Which one would you use? Nape or Box2D?
Never miss an update! Subscribe, and I will bother you by email only when a new game or full source code comes out.