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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

Creating a box shape


Let's perform the following steps:

  1. First, body and fixture definitions can be reassigned to define our new body. This way, we don't need to declare another bodyDef variable, but we just need to reuse the one we used for the creation of the sphere by changing its position:

    bodyDef.position.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.

    polygonShape.SetAsBox(320/worldScale,10/worldScale);

    The method requires two arguments: the half-width and the half-height of the box. In the end, our new polygon shape will have its center at pixels (320, 470), and...

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