Get Box2D for Flash Games PDF

By Emanuele Feronato

ISBN-10: 1849519625

ISBN-13: 9781849519625

Physics video games are becoming increasingly more renowned, and Box2D is the best option while you're trying to find a loose, good and powerful library to deal with physics. With Box2D you could create all kinds of second physics online game, purely coding isn't the enjoyable half, however the online game itself.
«Box2D for Flash video games» will advisor you thru the method of creating a Flash physics video game ranging from the naked bones and taking you by way of hand via advanced gains corresponding to forces, joints and automobiles. As you're studying, your video game could have progressively more positive factors, just like the physics video games you're used to playing.The e-book analyzes of the main performed physics video games, and breaks them all the way down to enable readers to construct them from scratch in a step by step approach.
By the tip of the publication, you are going to easy methods to create simple primitive our bodies in addition to advanced, compound our bodies. automobiles will supply existence to autos, catapults and siege machines firing bullets, whereas a whole collision administration will make your online game glance much more realistic.
What you are going to study from this e-book :
• Create a physics global with gravity
• deal with fabrics assigning physics properties
• engage with physics our bodies utilizing mouse or keyboard
• construct automobiles with joints and motors
• deal with all kinds of collision
• upload forces and impulses to bodies
• flip your photo resources into physics bodies
• fireplace bullets and spoil our bodies

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Additional resources for Box2D for Flash Games

Example text

It's all a matter of storing and retrieving the right data. Anyway, setting and getting body user data is not the only way we have to check information about our bodies. At any time, we can scan through all bodies in the world and get their position and rotation, as well as its speed and other useful information. Looping through bodies and getting their properties The next example will build some kind of information display that monitors the idol. At every frame, we'll read the idol position, rotation, and speed.

The density is used to set the mass of a body, measured in kilograms by square meter. Higher density means heavier bodies, and it can't be negative. The friction comes into play when two bodies slide on each other, and it's defined by a coefficient, usually from 0 (no friction) to 1 (strong friction). It can't be negative. The restitution determines how much a body will bounce after a collision. Like density and friction, it can't be negative and it's defined by a coefficient usually from 0 to 1.

Creating a box shape Let's perform the following steps: 1. First, body and fixture definitions can be reassigned to define our new body. Set(320/worldScale,470/worldScale); Now the body definition is located in the horizontal center, and close to the bottom of the screen. 2. To create a polygon shape, we will use the b2PolygonShape class: var polygonShape:b2PolygonShape=new b2PolygonShape(); This way we create a polygon shape in the same way we created the circle shape earlier. 3. Polygon shapes must follow some restrictions, but at the moment because we only need an axis-aligned box, the SetAsBox method is all we need.

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Box2D for Flash Games by Emanuele Feronato


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