Creation of a Flash Stabilize! clone using Box2D – part 5
Welcome to the 5th part.
Today we’ll add some gameplay… in part 4 we managed collisions, now it’s time to add a one-minute timer (yes, this is a concept for the 60 seconds to fame contest).
I think, having colored stuff on the stage, making a “match 3 to remove” game would be too obvious… so the concept is this one: make a crate collide (collide! not stay in touch!) with three other crates of the same color to make it disappear.
The one I am showing you right now is just a prototype, but I am about to finish the complete game and it can lead to interesting gameplay variations, where bouncing is preferred to stacking.
Then, a simple timer made using the concepts seen at Understanding AS3 Timer Class and Drawing arcs with AS3 is placed in the center of the stage.
This is the main file:
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 | package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; 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; // the_crate is the crate sprite public var the_crate:crate=new crate(); // next_crate public var next_crate:crate=new crate(); // droppable_area is the sprite representing the area your mouse // must overlap to drop a crate public var droppable_area:drop_area = new drop_area(); // this is the weight of the current crate I am dropping public var cur_drop:int=Math.ceil(Math.random()*9); // this is the color of the current crate I am dropping public var cur_color:int=Math.ceil(Math.random()*5); // weight and color of "next" crate public var next_drop:int=Math.ceil(Math.random()*9); public var next_color:int=Math.ceil(Math.random()*5); // this is my custom contact listener class public var contact_listener=new custom_contact_listener(); // the progressive number just keep track of dropped crates and // assign an unique number to each of them public var progressive:int=1; // timer with a tick at every second var time_count:Timer=new Timer(1000); // I am going to represent the time on my_cancas sprite var my_canvas:Sprite = new Sprite(); // degrees to radians conversion var deg_to_rad=0.0174532925; // 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); // adding the contact listener m_world.SetContactListener(contact_listener); m_sprite = new Sprite(); addChild(my_canvas); addChild(m_sprite); addChild(droppable_area); addChild(the_crate); // assigning the crate current weight and color the_crate.weight.text=cur_drop.toString(); the_crate.gotoAndStop(cur_color); addChild(next_crate); // assigning "next" crate weight and color next_crate.weight.text=next_drop.toString(); next_crate.gotoAndStop(next_color); next_crate.x=250; next_crate.y=385; debug_draw(); AddBox(250/30,350/30,10/30,10/30,0,false); AddBox(250/30,350/30,200/30,10/30,20,false); // starting the timer time_count.start(); // adding timer listener time_count.addEventListener(TimerEvent.TIMER, show_time); addEventListener(Event.ENTER_FRAME,Update); stage.addEventListener(MouseEvent.MOUSE_DOWN,mousePressed); stage.addEventListener(MouseEvent.MOUSE_MOVE,mouseMoved); } // showing the time pie function show_time(event:TimerEvent) { my_canvas.graphics.clear(); my_canvas.graphics.lineStyle(5,0xffffff,1); draw_arc(my_canvas,250,200,50,0,360,1); my_canvas.graphics.lineStyle(5,0x000000,1); draw_arc(my_canvas,250,200,50,270,270+event.target.currentCount*6,1); trace(event.target.currentCount); } public function mousePressed(e:MouseEvent) { // look at hitTestPoint... the final true value says it's going to to check against the actual pixels // instead of the bounding box if (droppable_area.hitTestPoint(mouseX,mouseY,true)&&! the_crate.hitTestObject(m_sprite)) { // notice the cur_drop parameter, I am passing the weight of the current crate to the AddBox function AddBox(mouseX/30,mouseY/30,0.5,0.5,cur_drop,true); } } public function mouseMoved(e:MouseEvent) { the_crate.x=mouseX; the_crate.y=mouseY; if (droppable_area.hitTestPoint(mouseX,mouseY,true)) { the_crate.alpha=1; } else { the_crate.alpha=0.5; } } // function AddBox // px: x position // py: y position // _halfwidth: half of the box width // _halfheight: half of the box height // density: density of the box (0: static) // is_crate: if true, it's a crate (and you should render the proper movieclip public function AddBox(px:Number,py:Number,_halfwidth:Number,_halfheight:Number,density:Number,is_crate:Boolean) { var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.position.Set(px,py); var boxDef:b2PolygonDef = new b2PolygonDef(); boxDef.SetAsBox(_halfwidth,_halfheight); boxDef.density=density; boxDef.friction=0.3; boxDef.restitution=0.2; if (is_crate) { bodyDef.userData = new crate(); } var body:b2Body=m_world.CreateBody(bodyDef); body.CreateShape(boxDef); body.SetMassFromShapes(); if (is_crate) { addChild(bodyDef.userData); // assigning current weight and color to the Box2D sprite bound to the box I created bodyDef.userData.weight.text=cur_drop.toString(); // collz is the text that will count the number of collisions bodyDef.userData.collz.text=0; // assigning the progressive number to the crate... bodyDef.userData.prog=progressive; // ... and incrementing it for next one progressive++; bodyDef.userData.gotoAndStop(cur_color); // updating current weight and color with the next ones cur_drop=next_drop; cur_color=next_color; // changing current crate movieclip according to its weight and color the_crate.weight.text=cur_drop.toString(); the_crate.gotoAndStop(cur_color); // calculating next crate weight and color next_drop=Math.ceil(Math.random()*9); next_color=Math.ceil(Math.random()*5); // updating next crate movieclip according to its weight and color next_crate.weight.text=next_drop.toString(); next_crate.gotoAndStop(next_color); } } public function Update(e:Event) { var crate_num:int; m_world.Step(1/30,10); for (var bb:b2Body = m_world.m_bodyList; bb; bb = bb.m_next) { if (bb.m_userData is Sprite) { 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); // checking for the number of collisions. // if it's bigger than 2... if (bb.m_userData.collz.text>2) { // removing the crae movieclip removeChild(bb.m_userData); // removing the Box2D object from the world bb.m_userData=null; m_world.DestroyBody(bb); } } } } 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); } public function draw_arc(movieclip,center_x,center_y,radius,angle_from,angle_to,precision) { 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 collision manager. Refer to part 4 to see how can you use it.
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 | package { // import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Dynamics.Contacts.*; import Box2D.Dynamics.*; import Box2D.Common.Math.*; import Box2D.Common.*; // public class custom_contact_listener extends b2ContactListener { // this array will hold all collisions among crates var collz:Array=new Array ; // public override function Add(point:b2ContactPoint):void { // if the bodies that collided have an userData different from null, // then we can say they are crates. // So, if collided bodies are crates... if (point.shape1.GetBody().GetUserData()!=null&&point.shape2.GetBody().GetUserData()!=null) { // if both crates have the same color... if (point.shape1.GetBody().GetUserData().currentFrame==point.shape2.GetBody().GetUserData().currentFrame) { // getting progressive number of both crates var num1:int=point.shape1.GetBody().GetUserData().prog; var num2:int=point.shape2.GetBody().GetUserData().prog; // if the collision array of the num1-th crate does not exists... if (collz[num1]==undefined) { // create it collz[num1]=new Array ; // populate it with the num2-th crate collz[num1].push(num2); } else { // if already exists, check if the num2-th crate already exists... if (collz[num1].indexOf(num2)==-1) { // if not, add it just like before collz[num1].push(num2); } } // same thing for the collision array of the num2-th crate if (collz[num2]==undefined) { collz[num2]=new Array ; collz[num2].push(num1); } else { if (collz[num2].indexOf(num1)==-1) { collz[num2].push(num1); } } // updating the number of collision shown in both crates point.shape1.GetBody().GetUserData().collz.text=collz[num1].length; point.shape2.GetBody().GetUserData().collz.text=collz[num2].length; } } } // public override function Persist(point:b2ContactPoint):void { } // public override function Remove(point:b2ContactPoint):void { } // public override function Result(point:b2ContactResult):void { } } } |
And this is the result:
Make crates collide until the collision counter reaches 3 to make them disappear. No need to download, just cut/paste these scripts on the ones you can find at part 4.
If you make something interesting out of it, let me know and I’ll publish it.
They can be easily customized to meet the unique requirements of your project.
3 Responses to “Creation of a Flash Stabilize! clone using Box2D – part 5”
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Damn, I already made a 60 second variant of the stabilize game. Now I’ll have to change it.
Hi Emanuele, thanks for your posts, they’re very useful!…
i have a problem right now with one published game, the problem is a CHEATER that is fooling around with the Score… he submits impossible scores and ruins the fun to everyone else…
i know it’s impossible to avoid completely the cheating, but can you give some recomendations to avoid cheaters?… (some class to encapsulate score, or encrypt scores or something like that)…
Thanks!!!
@Guest There are many techniques to achieve this. you can multiply the score by 1.75 and then he won’t find it. Every time you display the score, just divide it by 1.75.. Use google to find the other techniques