Create REAL explosions with Box2D – adding textures
Ok, you asked it, now you have it. Now the Box2D explosion prototype features bitmap textures and a commented source code.
I have to say a big thank you to Antoan Angelov for his version of the slicing engine as he allowed me to manage textures with no hassle.
So now basically an explosion is a number of cuts at a random angle, all passing for the same point, which is the origin of the explosion. Then, every resulting slice will have a linear velocity according to the distance between the center of the slice mass and the origin of the explosion.
So this is what you’ll get:
Click on a crate to make it explode.
And this is the full, commented source code:
|
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 |
package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.display.BitmapData; import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Common.Math.*; public class Main extends Sprite { private var world:b2World=new b2World(new b2Vec2(0,10),true); private var enterPointsVec:Vector.<b2Vec2> = new Vector.<b2Vec2>(); private var numEnterPoints:int=0; private var worldScale:Number=30; // variables used in the explosion process: // the vector of exploding bodies private var explodingBodies:Vector.<b2Body>; // the number of cuts for every explosion private var explosionCuts:Number=5; // explosion x and y center private var explosionX:Number; private var explosionY:Number; // explosion radius, useful to determine the velocity of debris private var explosionRadius:Number=50; public function Main() { // calling the debug draw. This is used to show you the bitmaps are correctly applied, // and because I did not want to draw the walls :) debugDraw(); // this is the BitmapData representation of my 100x100 pixels crate image // check the library to see both the raw image and CrateImage Sprite var crateBitmap:BitmapData=new BitmapData(100,100); crateBitmap.draw(new CrateImage()); // adding the four static, undestroyable walls addWall(320,480,640,20); addWall(320,0,640,20); addWall(0,240,20,480); addWall(640,240,20,480); // this vector stores the clockwise local coordinates of the 100x100 pixels crate var crateCoordVector:Vector.<b2Vec2>=new <b2Vec2>[new b2Vec2(-50,-50),new b2Vec2(50,-50),new b2Vec2(50,50),new b2Vec2(-50,50)]; // then createBody builds the final body and applies the bitmap. // the first two arguments are the X and Y position of the center of the crate, in pixels createBody(95,420,crateCoordVector,crateBitmap); createBody(245,420,crateCoordVector,crateBitmap); createBody(395,420,crateCoordVector,crateBitmap); createBody(545,420,crateCoordVector,crateBitmap); createBody(170,320,crateCoordVector,crateBitmap); createBody(320,320,crateCoordVector,crateBitmap); createBody(470,320,crateCoordVector,crateBitmap); createBody(245,220,crateCoordVector,crateBitmap); createBody(395,220,crateCoordVector,crateBitmap); createBody(320,120,crateCoordVector,crateBitmap); // You can see the reason for creating the enterPointsVec in the coments in the intersection() method. enterPointsVec=new Vector.<b2Vec2>(numEnterPoints); // listeners stage.addEventListener(MouseEvent.MOUSE_DOWN, boom); addEventListener(Event.ENTER_FRAME, update); } // my old friend debugDraw function private function debugDraw():void { var debugDraw:b2DebugDraw = new b2DebugDraw(); var debugSprite:Sprite = new Sprite(); addChild(debugSprite); debugDraw.SetSprite(debugSprite); debugDraw.SetDrawScale(worldScale); debugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit); debugDraw.SetFillAlpha(0.5); world.SetDebugDraw(debugDraw); } // this function returns the body at a X,Y coordinate without using a temp body like the one in // the original Box2D distribution. It uses QueryPoint method. // returns the body ad X,Y coordinate or null private function GetBodyAtXY(coordinate:b2Vec2):b2Body { var touchedBody:b2Body=null; world.QueryPoint(GetBodyCallback,coordinate); function GetBodyCallback(fixture:b2Fixture):Boolean { var shape:b2Shape=fixture.GetShape(); var inside:Boolean=shape.TestPoint(fixture.GetBody().GetTransform(),coordinate); if (inside) { touchedBody=fixture.GetBody(); return false; } return true; } return touchedBody; } // simple function to add a static wall private function addWall(pX:Number,pY:Number,w:Number,h:Number):void { var wallShape:b2PolygonShape = new b2PolygonShape(); wallShape.SetAsBox(w/worldScale/2,h/worldScale/2); var wallFixture:b2FixtureDef = new b2FixtureDef(); wallFixture.density=0; wallFixture.friction=1; wallFixture.restitution=0.5; wallFixture.shape=wallShape; var wallBodyDef:b2BodyDef = new b2BodyDef(); wallBodyDef.position.Set(pX/worldScale,pY/worldScale); var wall:b2Body=world.CreateBody(wallBodyDef); wall.CreateFixture(wallFixture); numEnterPoints++; } // function to create and texture a dynamic body private function createBody(xPos:Number, yPos:Number, verticesArr:Vector.<b2Vec2>, texture:BitmapData) { // I need this temp vector to convert pixels coordinates to Box2D meters coordinates var vec:Vector.<b2Vec2>=new Vector.<b2Vec2>(); for (var i:Number=0; i<verticesArr.length; i++) { vec.push(new b2Vec2(verticesArr[i].x/worldScale,verticesArr[i].y/worldScale)); } var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type=b2Body.b2_dynamicBody; var boxDef:b2PolygonShape = new b2PolygonShape(); boxDef.SetAsVector(vec); bodyDef.position.Set(xPos/worldScale, yPos/worldScale); // custom userData used to map the texture bodyDef.userData=new userData(numEnterPoints,vec,texture); addChild(bodyDef.userData); var fixtureDef:b2FixtureDef = new b2FixtureDef(); fixtureDef.density=1; fixtureDef.friction=0.2; fixtureDef.restitution=0.5; fixtureDef.shape=boxDef; var tempBox:b2Body=world.CreateBody(bodyDef); tempBox.CreateFixture(fixtureDef); numEnterPoints++; } // function to create an explosion private function boom(e:MouseEvent) { var cutAngle:Number; explosionX=mouseX; explosionY=mouseY; // I am looking for a body under my mouse var clickedBody:b2Body=GetBodyAtXY(new b2Vec2(explosionX/worldScale,explosionY/worldScale)); if (clickedBody!=null) { // storing the exploding bodies in a vector. I need to do it since I do not want other bodies // to be affected by the raycast and explode explodingBodies=new Vector.<b2Body>(); explodingBodies.push(clickedBody); // the explosion begins! for (var i:Number=1; i<=explosionCuts; i++) { // choosing a random angle cutAngle=Math.random()*Math.PI*2; // creating the two points to be used for the raycast, according to the random angle and mouse position // also notice how I need to add a little offset (i/10) or Box2D will crash. Probably it's not able to // determine raycast on objects whose area is very very close to zero (or zero) var p1:b2Vec2=new b2Vec2((explosionX+i/10-2000*Math.cos(cutAngle))/worldScale,(explosionY-2000*Math.sin(cutAngle))/worldScale); var p2:b2Vec2=new b2Vec2((explosionX+2000*Math.cos(cutAngle))/worldScale,(explosionY+2000*Math.sin(cutAngle))/worldScale); world.RayCast(intersection, p1, p2); world.RayCast(intersection, p2, p1); enterPointsVec=new Vector.<b2Vec2>(numEnterPoints); } } } // update function to simulate and render the world public function update(e:Event):void { world.Step(1/30, 10, 10); world.ClearForces(); var spr:Sprite; for (var b:b2Body = world.GetBodyList(); b; b = b.GetNext()) { spr=b.GetUserData(); if (spr) { spr.x=b.GetPosition().x*worldScale; spr.y=b.GetPosition().y*worldScale; spr.rotation=b.GetAngle()*180/Math.PI; } } world.DrawDebugData(); } private function intersection(fixture:b2Fixture, point:b2Vec2, normal:b2Vec2, fraction:Number):Number { if (explodingBodies.indexOf(fixture.GetBody())!=-1) { var spr:Sprite=fixture.GetBody().GetUserData(); // Throughout this whole code I use only one global vector, and that is enterPointsVec. Why do I need it you ask? // Well, the problem is that the world.RayCast() method calls this function only when it sees that a given line gets into the body - it doesnt see when the line gets out of it. // I must have 2 intersection points with a body so that it can be sliced, thats why I use world.RayCast() again, but this time from B to A - that way the point, at which BA enters the body is the point at which AB leaves it! // For that reason, I use a vector enterPointsVec, where I store the points, at which AB enters the body. And later on, if I see that BA enters a body, which has been entered already by AB, I fire the splitObj() function! // I need a unique ID for each body, in order to know where its corresponding enter point is - I store that id in the userData of each body. if (spr is userData) { var userD:userData=spr as userData; if (enterPointsVec[userD.id]) { // If this body has already had an intersection point, then it now has two intersection points, thus it must be split in two - thats where the splitObj() method comes in. splitObj(fixture.GetBody(), enterPointsVec[userD.id], point.Copy()); } else { enterPointsVec[userD.id]=point; } } } return 1; } // function to get the area of a shape. I will remove tiny shape to increase performance private function getArea(vs:Vector.<b2Vec2>, count:uint):Number { var area:Number=0.0; var p1X:Number=0.0; var p1Y:Number=0.0; var inv3:Number=1.0/3.0; for (var i:int = 0; i < count; ++i) { var p2:b2Vec2=vs[i]; var p3:b2Vec2=i+1<count?vs[int(i+1)]:vs[0]; var e1X:Number=p2.x-p1X; var e1Y:Number=p2.y-p1Y; var e2X:Number=p3.x-p1X; var e2Y:Number=p3.y-p1Y; var D:Number = (e1X * e2Y - e1Y * e2X); var triangleArea:Number=0.5*D; area+=triangleArea; } return area; } private function splitObj(sliceBody:b2Body, A:b2Vec2, B:b2Vec2):void { var origFixture:b2Fixture=sliceBody.GetFixtureList(); var poly:b2PolygonShape=origFixture.GetShape() as b2PolygonShape; var verticesVec:Vector.<b2Vec2>=poly.GetVertices(),numVertices:int=poly.GetVertexCount(); var shape1Vertices:Vector.<b2Vec2> = new Vector.<b2Vec2>(), shape2Vertices:Vector.<b2Vec2> = new Vector.<b2Vec2>(); var origUserData:userData=sliceBody.GetUserData(),origUserDataId:int=origUserData.id,d:Number; var polyShape:b2PolygonShape=new b2PolygonShape(); var body:b2Body; // First, I destroy the original body and remove its Sprite representation from the childlist. world.DestroyBody(sliceBody); removeChild(origUserData); // The world.RayCast() method returns points in world coordinates, so I use the b2Body.GetLocalPoint() to convert them to local coordinates.; A=sliceBody.GetLocalPoint(A); B=sliceBody.GetLocalPoint(B); // I use shape1Vertices and shape2Vertices to store the vertices of the two new shapes that are about to be created. // Since both point A and B are vertices of the two new shapes, I add them to both vectors. shape1Vertices.push(A, B); shape2Vertices.push(A, B); // I iterate over all vertices of the original body. ; // I use the function det() ("det" stands for "determinant") to see on which side of AB each point is standing on. The parameters it needs are the coordinates of 3 points: // - if it returns a value >0, then the three points are in clockwise order (the point is under AB) // - if it returns a value =0, then the three points lie on the same line (the point is on AB) // - if it returns a value <0, then the three points are in counter-clockwise order (the point is above AB). for (var i:Number=0; i<numVertices; i++) { d=det(A.x,A.y,B.x,B.y,verticesVec[i].x,verticesVec[i].y); if (d>0) { shape1Vertices.push(verticesVec[i]); } else { shape2Vertices.push(verticesVec[i]); } } // In order to be able to create the two new shapes, I need to have the vertices arranged in clockwise order. // I call my custom method, arrangeClockwise(), which takes as a parameter a vector, representing the coordinates of the shape's vertices and returns a new vector, with the same points arranged clockwise. shape1Vertices=arrangeClockwise(shape1Vertices); shape2Vertices=arrangeClockwise(shape2Vertices); // setting the properties of the two newly created shapes var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type=b2Body.b2_dynamicBody; bodyDef.position=sliceBody.GetPosition(); var fixtureDef:b2FixtureDef = new b2FixtureDef(); fixtureDef.density=origFixture.GetDensity(); fixtureDef.friction=origFixture.GetFriction(); fixtureDef.restitution=origFixture.GetRestitution(); // creating the first shape, if big enough if (getArea(shape1Vertices,shape1Vertices.length)>=0.05) { polyShape.SetAsVector(shape1Vertices); fixtureDef.shape=polyShape; bodyDef.userData=new userData(origUserDataId,shape1Vertices,origUserData.texture); addChild(bodyDef.userData); enterPointsVec[origUserDataId]=null; body=world.CreateBody(bodyDef); body.SetAngle(sliceBody.GetAngle()); body.CreateFixture(fixtureDef); // setting a velocity for the debris body.SetLinearVelocity(setExplosionVelocity(body)); // the shape will be also part of the explosion and can explode too explodingBodies.push(body); } // creating the second shape, if big enough if (getArea(shape2Vertices,shape2Vertices.length)>=0.05) { polyShape.SetAsVector(shape2Vertices); fixtureDef.shape=polyShape; bodyDef.userData=new userData(numEnterPoints,shape2Vertices,origUserData.texture); addChild(bodyDef.userData); enterPointsVec.push(null); numEnterPoints++; body=world.CreateBody(bodyDef); body.SetAngle(sliceBody.GetAngle()); body.CreateFixture(fixtureDef); // setting a velocity for the debris body.SetLinearVelocity(setExplosionVelocity(body)); // the shape will be also part of the explosion and can explode too explodingBodies.push(body); } } // this function will determine the velocity of the debris according // to the center of mass of the body and the distance from the explosion point private function setExplosionVelocity(b:b2Body):b2Vec2 { var distX:Number=b.GetWorldCenter().x*worldScale-explosionX; if (distX<0) { if (distX<-explosionRadius) { distX=0; } else { distX=- explosionRadius-distX; } } else { if (distX>explosionRadius) { distX=0; } else { distX=explosionRadius-distX; } } var distY:Number=b.GetWorldCenter().y*worldScale-explosionY; if (distY<0) { if (distY<-explosionRadius) { distY=0; } else { distY=- explosionRadius-distY; } } else { if (distY>explosionRadius) { distY=0; } else { distY=explosionRadius-distY; } } distX*=0.25; distY*=0.25; return new b2Vec2(distX,distY); } private function arrangeClockwise(vec:Vector.<b2Vec2>):Vector.<b2Vec2> { // The algorithm is simple: // First, it arranges all given points in ascending order, according to their x-coordinate. // Secondly, it takes the leftmost and rightmost points (lets call them C and D), and creates tempVec, where the points arranged in clockwise order will be stored. // Then, it iterates over the vertices vector, and uses the det() method I talked about earlier. It starts putting the points above CD from the beginning of the vector, and the points below CD from the end of the vector. // That was it! var n:int=vec.length,d:Number,i1:int=1,i2:int=n-1; var tempVec:Vector.<b2Vec2>=new Vector.<b2Vec2>(n),C:b2Vec2,D:b2Vec2; vec.sort(comp1); tempVec[0]=vec[0]; C=vec[0]; D=vec[n-1]; for (var i:Number=1; i<n-1; i++) { d=det(C.x,C.y,D.x,D.y,vec[i].x,vec[i].y); if (d<0) { tempVec[i1++]=vec[i]; } else { tempVec[i2--]=vec[i]; } } tempVec[i1]=vec[n-1]; return tempVec; } private function comp1(a:b2Vec2, b:b2Vec2):Number { // This is a compare function, used in the arrangeClockwise() method - a fast way to arrange the points in ascending order, according to their x-coordinate. if (a.x>b.x) { return 1; } else if (a.x<b.x) { return -1; } return 0; } private function det(x1:Number, y1:Number, x2:Number, y2:Number, x3:Number, y3:Number):Number { // This is a function which finds the determinant of a 3x3 matrix. // If you studied matrices, you'd know that it returns a positive number if three given points are in clockwise order, negative if they are in anti-clockwise order and zero if they lie on the same line. // Another useful thing about determinants is that their absolute value is two times the face of the triangle, formed by the three given points. return x1*y2+x2*y3+x3*y1-y1*x2-y2*x3-y3*x1; } } } |
and this is userData class:
|
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 |
package { import Box2D.Common.Math.b2Vec2; import flash.display.Sprite; import flash.display.BitmapData; import flash.geom.Matrix; public class userData extends Sprite { var id:int,texture:BitmapData; public function userData(id:int, verticesVec:Vector.<b2Vec2>, texture:BitmapData) { this.id=id; this.texture=texture; // I use the matrix so that I can have the center of the shape I'm drawing match the center of the BitmapData image - I "move" the BitmapData projection left by half its width and up by half its height. var m:Matrix = new Matrix(); m.tx=- texture.width*0.5; m.ty=- texture.height*0.5; // I then draw lines from each vertex to the next, in clockwise order and use the beginBitmapFill() method to add the texture. this.graphics.lineStyle(1); this.graphics.beginBitmapFill(texture, m, true, true); this.graphics.moveTo(verticesVec[0].x*30, verticesVec[0].y*30); for (var i:int=1; i<verticesVec.length; i++) { this.graphics.lineTo(verticesVec[i].x*30, verticesVec[i].y*30); } this.graphics.lineTo(verticesVec[0].x*30, verticesVec[0].y*30); this.graphics.endFill(); } } } |
And now let me see what kind of games can you make using this concept.
They can be easily customized to meet the unique requirements of your project.





(21 votes, average: 4.76 out of 5)








This post has 11 comments
Amit
I am not a flash developer…but still i am following you coz i get ideas from you. i also enjoy ur posts and demos. I like to play with ur demos ;) can u add “Reply” button to demos ?? coz i need to refresh the page, if i want to play with demo again and again :(
Simon
Wow – that is pretty awesome. I wan’t to make a building demolition game with this. The only problem is my inability to finish projects. But thank you for this, as well as all your other inspiring articles.
MC
Great!! i hope to learn something here, thanks :)
NICE
Whoah nice job there.
Although I noticed that it lags after blasting boxes for awhile buuut… prototype.
:D
Michael
Great job Erin & Antoan! True source of inspiration for game developers!
I look forward to try and making this work on the iPhone
MC
Emanuele, have you ever considered to create a small game framework in as3? Or a small customizable library with useful functions like: create/delete, explode and slice box2d objects?
Vilash V
gr8! work..I always enjoy going through your posts and the way you come up with new ideas.
NemoStein
Emanuele, ever tried HaXe?
Would be great to see Box2d and Starling running under HaXe.
Chris
Awesome, very super cool!
I’ll be trying this out with my Android game- even being able to do one such explosion would add a ton of realism to some of the levels.
You’re giving us tools/ideas to make awesome games!
All you need to know about how to write Box2D game | Artits Rastas
[...] Create REAL explosions with Box2D – adding textures [...]
Jamie
Hey just trying to implement this in something, im trying to get it to work when something collides against the box, however if i change clickedBody to be a passed in body, it doesn’t work and i cannot see why. It gets an error due to removal =s