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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

Checking for collisions


The first step in collision management is to know when two bodies collide and when two bodies do not collide anymore.

Do you remember your very first project, explained in Chapter 2, Adding Bodies to the World, with the ball bouncing on the floor?

We'll use it again to get as much information as we can about the collisions between the ball and the floor.

  1. Change your Main function adding three simple lines, shown as follows:

    public function Main() {
      world=new b2World(new b2Vec2(0,9.81),true);
      world.SetContactListener(new customContact());
      var bodyDef:b2BodyDef=new b2BodyDef();
      bodyDef.position.Set(320/worldScale,30/worldScale);
      bodyDef.type=b2Body.b2_dynamicBody;
      bodyDef.userData="Ball";
      var circleShape:b2CircleShape;
      circleShape=new b2CircleShape(25/worldScale);
      var fixtureDef:b2FixtureDef=new b2FixtureDef();
      fixtureDef.shape=circleShape;
      fixtureDef.density=1;
      fixtureDef.restitution=0.6;
      fixtureDef.friction=0.1;
      var theBall:b2Body=world.CreateBody...
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