Creation of a Flash Stabilize! clone using Box2D – part 1

In Triqui’s picks 1 I told you Stabilize! is a good game to clone using Box2D.

And I would use this post to focus on another thing too… it’s about recycling.

I mean… once you code for a while, or follow developer’s blogs like this one providing a lot of source codes, probably most of the stuff you need has already been written here and there.

In this case, the script we are going to modify is Drawing boxes on the fly in Box2D.

You will see we can make the whole game simply changing the original script step by step.

Coding this way will speed up your learning curve because you are starting from a working project so you don’t have to worry about the overall environment, and you can focus on small changes.

In this first step, we’ll just spend a couple of words about the balance bar.

It’s made up with a static object (the fulcrum) and a dynamic one (the bar).

In order to work, the density of the bar should be quite greater than the one of the falling boxes, or you’ll risk to lose the bar once the first box falls on it.

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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 stabilize extends Sprite {
		public var m_sprite: Sprite = new Sprite();
		public var m_world:b2World;
		public var initX:Number=0.0;
		public var initY:Number=0.0;
		public var drawing:Boolean=false;
		public function stabilize() {
			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);
			m_sprite = new Sprite();
			addChild(m_sprite);
			debug_draw();
			AddBox(250/30,350/30,10/30,10/30,0);
			AddBox(250/30,350/30,200/30,10/30,20);
			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) {
			//Store initial X and Y position
			initX=e.localX;
			initY=e.localY;
			drawing=true;
		}
		public function mouseMoved(e:MouseEvent) {
			if (drawing) {
				//Simply draw the "ghost" of the box we are about to add
				graphics.clear();
				graphics.beginFill(0xFF0000,0.5);
				graphics.drawRect(initX,initY,e.localX-initX,e.localY-initY);
			}
		}
		public function mouseReleased(e:MouseEvent) {
			graphics.clear();
			drawing=false;
 
			//Coordinates of bottom-right of box (when drawing from left to right)
			var finalX:Number=e.localX;
			var finalY:Number=e.localY;
 
			//Correct if drawing from right to left
			if (finalX<initX) {
				//If so, swap initX and finalX
				var tempX:Number=initX;
				initX=finalX;
				finalX=tempX;
			}
			if (finalY<initY) {
				//If so, swap initY and finalY
				var tempY:Number=initY;
				initY=finalY;
				finalY=tempY;
			}
			//Work out the half-width and height of the box
			var boxHalfWidth:Number = Math.abs((finalX-initX)/2);
			var boxHalfHeight:Number = Math.abs((finalY-initY)/2);
			if (boxHalfWidth>0&&boxHalfHeight>0) {
				AddBox((finalX-boxHalfWidth)/30,(finalY-boxHalfHeight)/30,boxHalfWidth/30,boxHalfHeight/30,1);
			}
		}
		/*
		NOTE: AddBox takes the _x,_y and halfwidth and halfheight parameters
		in METRES not PIXELS. This means when you call this function, always
		DIVIDE a pixel size by 30 to get it in meteres.
		*/
		public function AddBox(_x:Number,_y:Number,_halfwidth:Number,_halfheight:Number,density:Number) {
			var bodyDef:b2BodyDef = new b2BodyDef();
			bodyDef.position.Set(_x,_y);
			var boxDef:b2PolygonDef = new b2PolygonDef();
			boxDef.SetAsBox(_halfwidth,_halfheight);
			boxDef.density=density;
			boxDef.friction=0.3;
			boxDef.restitution=0.2;
			var body:b2Body=m_world.CreateBody(bodyDef);
			body.CreateShape(boxDef);
			body.SetMassFromShapes();
		}
		public function Update(e:Event) {
			//We need to do this to simulate physics
			m_world.Step(1/30,10);
		}
		public function debug_draw() {
			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);
 
		}
	}
}

And this is the result:

Draw boxes with your mouse and see how does the bar react.

No need to download anything, simply cut/paste the script you can find at Drawing boxes on the fly in Box2D.

Next time, we’ll manage “true” crates.

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This post has 8 comments

  1. Yarden Refaeli

    on October 27, 2009 at 9:32 am

    Thank you very much! Im going to implement this idea really soon ;)

  2. x10der

    on October 27, 2009 at 9:47 am

    Thanks! I’m waiting the part 2.

  3. Guest

    on October 27, 2009 at 5:19 pm

    btw,You never finished the Rope and Hook tutorial :-(

  4. Monkios

    on October 27, 2009 at 7:07 pm

    Very thin forms will go through without being stopped by anything.

  5. bogdan

    on October 28, 2009 at 10:39 am

    Hi ,
    in the truck game demo you have the add wheel function and you set there wheel1.
    the question is how do I reset the wheel1.angle?
    If I use wheel1.GetAngle I can only see it but can’t set it and if I try with wheel1.angle=0; or wheel1.rotation=0; doens’t work.. please help
    thanks!
    you’re awesome!

  6. Ivan

    on October 29, 2009 at 3:09 am

    Yake at look at this Game Engine ..

    http://pushbuttonengine.com/

    Ivan H.

  7. Creation of a Flash Stabilize! clone using Box2D – part 2 : Emanuele Feronato

    on October 29, 2009 at 11:14 pm

    [...] Time to add some new features to our Stabilize! clone we started in this post. [...]

  8. Creation of a Flash Stabilize! clone using Box2D – part 3 : Emanuele Feronato

    on November 10, 2009 at 4:25 pm

    [...] steps 1 and 2, then continue with this [...]