Pumpkin Story prototype
- September 24, 2009 by Emanuele Feronato
- Filed under Actionscript 3, Box2D, Flash, Game design | 6 Comments
This quick Pumpkin Story prototype is made merging and mixing these scripts: Drawing arcs with AS3 and Creation of a Flash artillery game using Box2D.
If you notice, it’s similar to an artillery game (like Bloons) with the “only” difference you are the bullet.
This opens some interesting gameplay options, so interesting I am going to make a similar game, but I’ll start talking about it during next days.
Meanwhile, this is the script:
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 | 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 HelloWorld extends Sprite { public var m_world:b2World; public var m_iterations:int=10; public var m_timeStep:Number=1.0/30.0; public var the_arrow:arrow=new arrow(); public var the_arrow_angle:Number; public var my_canvas:Sprite = new Sprite(); public var deg_to_rad:Number=0.0174532925; public var rad_to_deg:Number=57.2957795; public var charging:Boolean=false; public var power:int=0; public var impulse:Boolean=false; public function HelloWorld() { addChild(the_arrow); addChild(my_canvas); var worldAABB:b2AABB = new b2AABB(); worldAABB.lowerBound.Set(-100.0, -100.0); worldAABB.upperBound.Set(100.0, 100.0); var gravity:b2Vec2=new b2Vec2(0.0,10.0); var doSleep:Boolean=true; m_world=new b2World(worldAABB,gravity,doSleep); // debug draw var m_sprite:Sprite; m_sprite = new Sprite(); addChild(m_sprite); var dbgDraw:b2DebugDraw = new b2DebugDraw(); var dbgSprite:Sprite = new Sprite(); m_sprite.addChild(dbgSprite); dbgDraw.m_sprite=m_sprite; dbgDraw.m_drawScale=30; dbgDraw.m_alpha=1; dbgDraw.m_fillAlpha=0.5; dbgDraw.m_lineThickness=1; dbgDraw.m_drawFlags=b2DebugDraw.e_shapeBit; m_world.SetDebugDraw(dbgDraw); // end debug draw // Vars used to create bodies var body:b2Body; var bodyDef:b2BodyDef; var boxDef:b2PolygonDef; var circleDef:b2CircleDef; // Add ground body bodyDef = new b2BodyDef(); bodyDef.position.Set(10, 14); boxDef = new b2PolygonDef(); boxDef.SetAsBox(30, 1); boxDef.friction=0.3; boxDef.density=0; body=m_world.CreateBody(bodyDef); body.CreateShape(boxDef); body.SetMassFromShapes(); // bodyDef = new b2BodyDef(); bodyDef.position.Set(5, 5); circleDef = new b2CircleDef(); circleDef.radius=0.5; circleDef.density=1.0; circleDef.friction=0.5; circleDef.restitution=0.2; bodyDef.userData = new Sprite(); bodyDef.userData.name="Player"; body=m_world.CreateBody(bodyDef); body.CreateShape(circleDef); body.SetMassFromShapes(); // addEventListener(Event.ENTER_FRAME, Update, false, 0, true); stage.addEventListener(MouseEvent.MOUSE_UP, shoot); stage.addEventListener(MouseEvent.MOUSE_DOWN,charge); } public function Update(e:Event):void { m_world.Step(m_timeStep, m_iterations); for (var bb:b2Body = m_world.m_bodyList; bb; bb = bb.m_next) { if (bb.GetUserData()!=null) { the_arrow.x=bb.m_userData.x=bb.GetPosition().x*30; the_arrow.y=bb.m_userData.y=bb.GetPosition().y*30; var dist_x=the_arrow.x-mouseX; var dist_y=the_arrow.y-mouseY; the_arrow_angle=Math.atan2(- dist_y,- dist_x); the_arrow.rotation=the_arrow_angle*rad_to_deg; if (charging) { power++; if (power>=120) { power-=120; } my_canvas.graphics.clear(); my_canvas.graphics.lineStyle(3,0x000000,0.5); draw_arc(my_canvas,the_arrow.x=bb.m_userData.x=bb.GetPosition().x*30,the_arrow.y=bb.m_userData.y=bb.GetPosition().y*30,20,270,270+power*3,1); } if (impulse) { bb.ApplyImpulse(new b2Vec2(Math.cos(the_arrow_angle)*power/4, Math.sin(the_arrow_angle)*power/4),bb.GetWorldCenter()); impulse=false; power=0; } } } } public function charge(e:MouseEvent):void { charging=true; } public function shoot(e:MouseEvent):void { charging=false; my_canvas.graphics.clear(); impulse=true; } public function draw_arc(movieclip,center_x,center_y,radius,angle_from,angle_to,precision):void { var angle_diff=angle_to-angle_from; var steps=Math.round(angle_diff*precision); var angle=angle_from; var px=center_x+radius*Math.cos(angle*deg_to_rad); var py=center_y+radius*Math.sin(angle*deg_to_rad); movieclip.graphics.moveTo(px,py); for (var i:int=1; i<=steps; i++) { angle=angle_from+angle_diff/steps*i; movieclip.graphics.lineTo(center_x+radius*Math.cos(angle*deg_to_rad),center_y+radius*Math.sin(angle*deg_to_rad)); } } } } |
And this is the result:
Click and hold the mouse to make the ball jump.
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It’s Great!!! its like Bloons but with physics and a cool halloween atmosphere, good job! one question: you have to touch all the items, or reach a minimum goal? cause i got stucked at level (6?) i think…
Emanuele, do you think it’s possible to adapt the artillery script to simulate a hook, like batman/spiderman? i mean, select the angle with the bazooka, then shoot a rope/wip to the roof, (creating a pendulous) to swing like tarzan or something?… is it possible en box2d? :)
[...] a comment to Pumpkin Story prototype, a reader asked for a function to simulate a [...]
Great gameplay, but I don’t get what the first guy was talking about (all the level six stuff and all) since there’s only a screen with ground and a ball (all in Box2D graphics). By the way, don’t you think that applying a bit more physics with friction and such would make this short prototype a little more usable? Either way, this looks like it’s going to be a good game.
Hi,
Could you explain how to use a “custom ball” in the game? for example, you used this pumpkin, but ive tried so many things, and all i get is that gray square / circle :)
Greets,
Jelmer
[...] difficulty: A little Box2D and a control system similar to Pumpkin Story prototype. [...]