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Box2D for Flash Games

You're reading from  Box2D for Flash Games

Product type Book
Published in Nov 2012
Publisher Packt
ISBN-13 9781849519625
Pages 166 pages
Edition 1st Edition
Languages

Table of Contents (15) Chapters

Box2D for Flash Games
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Hello Box2D World 2. Adding Bodies to the World 3. Interacting with Bodies 4. Applying Forces to Bodies 5. Handling Collisions 6. Joints and Motors 7. Skinning the Game 8. Bullets and Sensors Index

Picking and dragging bodies – mouse joints


Hard things first; we are going to start with one of the most difficult joints. Sad but necessary, as it will allow us to create and test other joints easily.

A mouse joint allows a player to move bodies with the mouse, and we will create it with the following features:

  • Pick a body by clicking on it

  • Move a body following the mouse as long as the button is pressed

  • Release a body once the button is released

Some quiet before the storm; the beginning of this process does not differ to other scripts you have already mastered through the book.

  1. So, we are importing the required classes:

    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.*;
  2. Then we need the class-level variables for the world itself, and the conversion from pixels to meters:

    private var world:b2World;
    private var worldScale:Number=30;

    And even the Main...

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