Create Box2D levels in a quick with Bison Kick
Some time ago I published a Basic Box2D editor using Flash movieclips.
Now it’s time to show you something way more interesting called Bison Kick by Jacob Schatz who runs the blog jacobschatz.com (bookmark it! It contains a lot of useful information).
It’s an online Box2D editor with live preview.
Besides it’s still under development, with more options to be added and a few bugs to be removed, it’s very fun and simple to use.
I tried to design a level to be used in a game like Totem Destroyer and I managed to export it both in AS3:
//order: x , y , height, width, rotation, isDynamic, shape, friction,density,restitution,ID var map:Array = [ [175,324,50,50,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[325,325,50,50,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[250,375,50,500,0,false,'SQUARE' , 1,0.5,0.5,'ground'] ,[250,275,50,300,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[250,200,100,150,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[125,225,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[250,125,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[375,225,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[250,50,100,50,0,true,'SQUARE' , 1,0.25,0.5,'totem'] ];
and in XML:
<level>
<completeShape>
<xprop>175</xprop>
<yprop>324</yprop>
<height>50</height>
<width>50</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,0.5,0.5,'normal'</physicsandID>
</completeShape>
<completeShape>
<xprop>325</xprop>
<yprop>325</yprop>
<height>50</height>
<width>50</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,0.5,0.5,'normal'</physicsandID>
</completeShape>
<completeShape>
<xprop>250</xprop>
<yprop>375</yprop>
<height>50</height>
<width>500</width>
<rotation>0</rotation>
<isDynamic>false</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,0.5,0.5,'ground'</physicsandID>
</completeShape>
<completeShape>
<xprop>250</xprop>
<yprop>275</yprop>
<height>50</height>
<width>300</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,0.5,0.5,'normal'</physicsandID>
</completeShape>
<completeShape>
<xprop>250</xprop>
<yprop>200</yprop>
<height>100</height>
<width>150</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,0.5,0.5,'normal'</physicsandID>
</completeShape>
<completeShape>
<xprop>125</xprop>
<yprop>225</yprop>
<height>50</height>
<width>50</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,2,0.5,'heavy'</physicsandID>
</completeShape>
<completeShape>
<xprop>250</xprop>
<yprop>125</yprop>
<height>50</height>
<width>50</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,2,0.5,'heavy'</physicsandID>
</completeShape>
<completeShape>
<xprop>375</xprop>
<yprop>225</yprop>
<height>50</height>
<width>50</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,2,0.5,'heavy'</physicsandID>
</completeShape>
<completeShape>
<xprop>250</xprop>
<yprop>50</yprop>
<height>100</height>
<width>50</width>
<rotation>0</rotation>
<isDynamic>true</isDynamic>
<shape>SQUARE</shape>
<physicsandID>1,0.25,0.5,'totem'</physicsandID>
</completeShape>
</level>Then, creating a Box2D world from these data was really easy thanks to the snippet of code provided by Jacob:
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 | package { import Box2D.Dynamics.Joints.*; import flash.display.Sprite; import flash.events.KeyboardEvent; import flash.events.Event; import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Common.Math.*; public class Main extends Sprite { public var world:b2World=new b2World(new b2Vec2(0,10.0),true); public var world_scale:int = 30; public static const SQUARE:String = "SQUARE"; public static const CIRCLE:String = "CIRCLE"; public var fixtureDef:b2FixtureDef = new b2FixtureDef(); public var specialB2Body:b2Body; public var motorOn:Boolean; //order: x , y , height, width, rotation, isDynamic, shape, friction,density,restitution,ID var map:Array = [ [175,324,50,50,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[325,325,50,50,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[250,375,50,500,0,false,'SQUARE' , 1,0.5,0.5,'ground'] ,[250,275,50,300,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[250,200,100,150,0,true,'SQUARE' , 1,0.5,0.5,'normal'] ,[125,225,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[250,125,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[375,225,50,50,0,true,'SQUARE' , 1,2,0.5,'heavy'] ,[250,50,100,50,0,true,'SQUARE' , 1,0.25,0.5,'totem'] ]; // public function Main():void { debug_draw(); for (var i:uint = 0; i < map.length; i++) { var sx:Number = map[i][0]; var sy:Number = map[i][1]; var sizerh:Number = map[i][2]; var sizerw:Number = map[i][3]; var srot:Number = map[i][4]; var sIsDynamic:* = map[i][5]; var sShape:String = map[i][6]; var sFric:Number = map[i][7]; var sMass:Number = map[i][8]; var sRest:Number = map[i][9]; var boxId:int = map[i][10]; if (sShape == SQUARE) { draw_box(sx, sy, sizerw, sizerh, sIsDynamic,srot,sFric,sMass,sRest,boxId); } else if (sShape == CIRCLE) { draw_circle(sx, sy, sizerw / 2, sIsDynamic,srot,sFric,sMass,sRest,boxId); } } addEventListener(Event.ENTER_FRAME, update); } public function draw_circle(px:Number, py:Number, r:Number, d:Boolean, rot:Number, fric:Number,mass:Number,rest:Number,boxId:int):void { var my_body:b2BodyDef= new b2BodyDef(); my_body.position.Set(px / world_scale, py / world_scale); if (d) { my_body.type=b2Body.b2_dynamicBody; } my_body.angle = rot; var my_circle:b2CircleShape=new b2CircleShape(r/world_scale); var my_fixture:b2FixtureDef = new b2FixtureDef(); my_fixture.density = mass; my_fixture.friction = fric; my_fixture.restitution = rest; my_fixture.shape=my_circle; var world_body:b2Body = world.CreateBody(my_body); world_body.CreateFixture(my_fixture); } public function draw_box(px:Number, py:Number, w:Number, h:Number, d:Boolean, rot:Number, fric:Number,mass:Number,rest:Number,boxId:int):void { var my_body:b2BodyDef = new b2BodyDef(); my_body.position.Set(px / world_scale, py / world_scale); my_body.angle = rot; if (d) { my_body.type=b2Body.b2_dynamicBody; } var my_box:b2PolygonShape = new b2PolygonShape(); my_box.SetAsBox(w/2/world_scale, h/2/world_scale); var my_fixture:b2FixtureDef = new b2FixtureDef(); my_fixture.density = mass; my_fixture.friction = fric; my_fixture.restitution = rest; my_fixture.shape=my_box; var world_body:b2Body=world.CreateBody(my_body); world_body.CreateFixture(my_fixture); } public function debug_draw():void { var debug_draw:b2DebugDraw = new b2DebugDraw(); var debug_sprite:Sprite = new Sprite(); addChild(debug_sprite); debug_draw.SetSprite(debug_sprite); debug_draw.SetFillAlpha(0.3); debug_draw.SetDrawScale(world_scale); debug_draw.SetFlags(b2DebugDraw.e_shapeBit); world.SetDebugDraw(debug_draw); } public function update(e : Event):void { world.Step(1 / 30, 10, 10); world.ClearForces(); world.DrawDebugData(); } } } |
… and this is what you’ll get:
This the same scene of the screenshot you can see at the beginning of this post.
Next time, I’ll show you how to generate the same thing reading an external XML, and how to add more features.
They can be easily customized to meet the unique requirements of your project.


























This post has 7 comments
Fighterlegend
Awesome! This will come in user later on :P
Harry
Great, this may come in useful.
Box2d Flash Alchemy Port + World Construction Kit - Emanuele Feronato
[...] Create Box2D levels in a quick with Bison Kick [...]
Nicolas
Does anyone know of a C++/C parser for the generated XML ? want to know if I will have to write one myself
bumb0x
good stuff, thnx
NateJC
Great stuff!
You said “Next time, I’ll show you how to generate the same thing reading an external XML, and how to add more features”
I can’t seem to find this post. Did you ever get around to doing the followup?
MahendraSoni
Hi..good stuff, thanks.
i tried this, working fine.Now i want to color these boxes and add some background image. could anyone please help me on this.i m new in Box2d..
thanks in advance:)