Prefix

In a previous post demonstrating box2d integration with flex I made a promise (mainly to myself) to share the demo code. When I started to review with sharing in mind it looked cumbersome and overly verbose. So I started cranking on it fixing and straightening the code & architecture and step by step I realized that I’m creating a small Integration layer rather then a POC.

Announcing Box2DFlex

Box2DFlex framework allows you easely integrate box2d into flex framework using mxml. The framewok helps easy integration with flex and exposes box2d world for advanced manipulation.
  • extends SkinnableContainer uses flex component lifecycle model
  • uses regular MXML and AS flex components
  • supports complex shaped flex components (convex and concave) conversion to b2d shapes.
  • allows multiple worlds side by side

Getting Started

In order to play with Box2dFlex you will need flash builder 4 and Box2DFlex source which is hosted on GitHub.

and in four simple steps you should

  1. download the source code
  2. inport the Box2DFlex and Demos  projects into flash builder 4
  3. compile
  4. Play with the eamples in Box2Demos project

Building Your Own b2d World

  1. download the framework
  2. create a new project
  3. add refrence to <Box2DFlex dir>/Box2dFlexLib/bin/Box2DFlexLib.swc
  4. in your MXML add a new SkinnablePhysicsContainer
  5. set the container’s yGravity property to 10 and autoStartPhysicsEngine to true (yGravity=”10 autoStartPhysicsEngine=”true”)
  6. if you want your world to contains walls use setBoundries=”true” attribute
  7. place a button inside SkinnablePhysicsContainer and set it’s properties (width / height / label)
  8. run the project