Basic Filler engine with Box2D – part 2
- July 20, 2009 by Emanuele Feronato
- Filed under Actionscript 3, Box2D, Flash, Game design | 6 Comments
Some time ago I published Basic Filler engine with Box2D – part 1, now it’s time to see the next step.
I am going to add enemies, the evil bouncing balls.
Obviously, enemies aren’t affected by gravity, and this can be made following the instructions published at Managing multiple gravities with Box2D.
The next, big, problem is enemies must have a constant speed, or at least a minumum speed, otherwise it will be easy to use your generated balls to collide with enemies and change their momentum slowing them down.
This is the part I fully commented on the script, at the moment I don’t manage player deaths, so you can create your red balls wherever you want.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 | 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.*; public class colorballz extends Sprite { public var m_dbgSprite; public var m_world:b2World; public var m_phys_scale:Number=30; public var m_timestep:Number=1.0/30.0; public var m_iterations:Number=10.0; public var initX:Number=0.0; public var initY:Number=0.0; public var drawing:Boolean=false; public var b:b2Body; public var the_ball:ball; public var the_enemy:enemy; public function colorballz() { var gravity:b2Vec2=new b2Vec2(0,9.8); var worldAABB:b2AABB = new b2AABB(); worldAABB.lowerBound.Set(-1000,-1000); worldAABB.upperBound.Set(1000,1000); m_world=new b2World(worldAABB,gravity,true); //Add Our Ground AddStaticBox(250/m_phys_scale,510/m_phys_scale,250/m_phys_scale,10/m_phys_scale); AddStaticBox(250/m_phys_scale,-10/m_phys_scale,250/m_phys_scale,10/m_phys_scale); AddStaticBox(-10/m_phys_scale,250/m_phys_scale,10/m_phys_scale,250/m_phys_scale); AddStaticBox(510/m_phys_scale,250/m_phys_scale,10/m_phys_scale,250/m_phys_scale); //Add enemies for(var x:int=1;x<=3;x++){ // the first parameter is enemy's radius addEnemy(10); } addEventListener(Event.ENTER_FRAME,Update); stage.addEventListener(MouseEvent.MOUSE_DOWN,mousePressed); stage.addEventListener(MouseEvent.MOUSE_MOVE,mouseMoved); stage.addEventListener(MouseEvent.MOUSE_UP,mouseReleased); } public function mousePressed(e:MouseEvent) { initX=e.localX; initY=e.localY; the_ball = new ball(); the_ball.x=mouseX; the_ball.y=mouseY; the_ball.width=1; the_ball.height=1; addChild(the_ball); drawing=true; } public function mouseMoved(e:MouseEvent) { if (drawing) { the_ball.x=mouseX; the_ball.y=mouseY; } } public function mouseReleased(e:MouseEvent) { drawing=false; addCircle( mouseX, mouseY, the_ball.width/2,the_ball); } public function addCircle(_x:Number, _y:Number, _radius:Number,ballclip:ball) { var bd:b2BodyDef = new b2BodyDef(); var cd:b2CircleDef = new b2CircleDef(); var area:Number=Math.floor(_radius*_radius*Math.PI/25)/100; cd.radius=Math.abs(_radius)/m_phys_scale; cd.density=2; cd.restitution=0.7; cd.friction=2; bd.position.Set(_x/m_phys_scale, _y/ m_phys_scale); bd.userData=ballclip; b=m_world.CreateBody(bd); b.CreateShape(cd); b.SetMassFromShapes(); } public function addEnemy(_radius:Number) { var x_speed:Number = Math.random()*10; var bd:b2BodyDef = new b2BodyDef(); var cd:b2CircleDef = new b2CircleDef(); the_enemy = new(enemy); cd.radius=Math.abs(_radius)/m_phys_scale; cd.density=20; // setting restitution to 1 should grant the enemy won't lose speed when bouncing // on STATIC objects cd.restitution=1; cd.friction=2; // randomly placing the enemy bd.position.Set((Math.random()*300+50)/m_phys_scale, (Math.random()*300+50)/ m_phys_scale); bd.userData=the_enemy; bd.userData.name="enemy"; bd.userData.width=_radius*2; bd.userData.height=_radius*2; addChild(the_enemy); b=m_world.CreateBody(bd); b.CreateShape(cd); b.SetMassFromShapes(); // assigning random speed to enemy b.m_linearVelocity.x=x_speed; b.m_linearVelocity.y=10-x_speed; } public function AddStaticBox(_x:Number,_y:Number,_halfwidth:Number,_halfheight:Number) { var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.position.Set(_x,_y); var boxDef:b2PolygonDef = new b2PolygonDef(); boxDef.SetAsBox(_halfwidth,_halfheight); boxDef.density=0.0; var body:b2Body=m_world.CreateBody(bodyDef); body.CreateShape(boxDef); body.SetMassFromShapes(); } public function Update(e:Event) { // variable to handle enemy speed var enemy_speed:Number; // variable to handle the speed offset:it's the ratio between // the real enemy speed and the minimum allowed speed var speed_offset:Number; if (drawing) { the_ball.width+=2; the_ball.height+=2; } m_world.Step(m_timestep,m_iterations); for (var bb:b2Body=m_world.m_bodyList; bb; bb=bb.m_next) { if (bb.m_userData is Sprite) { if (bb.m_userData.name=="enemy") { // determining enemy speed enemy_speed=Math.abs(bb.GetLinearVelocity().x)+Math.abs(bb.GetLinearVelocity().y); // if the speed is too slow... (lower than 10) if (enemy_speed<10) { // calculating the offset speed_offset=10/enemy_speed; // multiplying the horizontal and vertical components of the speed // by the offset bb.m_linearVelocity.x=bb.GetLinearVelocity().x*speed_offset; bb.m_linearVelocity.y=bb.GetLinearVelocity().y*speed_offset; } } bb.m_userData.x=bb.GetPosition().x*30; bb.m_userData.y=bb.GetPosition().y*30; bb.m_userData.rotation=bb.GetAngle()*180/Math.PI; } } } } } |
And this is the result:
Click and drag mouse to create and move new balls, the longer you hold mouse button, the bigger the ball
Download the source code with full Box2D modified library
They can be easily customized to meet the unique requirements of your project.

(5 votes, average: 4.20 out of 5)

Now I wonder if he used Box2D to make it. Probably not, but who knows…
Sorry, but I guess everyone with the slightest understanding of Box2D could’ve done this part by themselves after the first part.
[...] Feronato has been working on Box2d tutorials for a basic Filler engine and a platform engine. They’re quite [...]
FWIW, I used APE.
[...] recommend to read step 1 and 2 before [...]
[...] recommend to read step 1 and 2 before [...]