Posts tagged open source
Pong Applied Box2DFlex Physics Engine
0I decided to learn by example and assigned myself the goal of building pong in box2d.
box2d is an overkill for pong , but what do you know, it’s damn easy.
the gist of it is :
- layout
- world setup
- event handling
Full source code hosted in github Pong in Box2DFlex.
The layout
a SkinnablePhysicsContainer holding two border containers (named p1 and p2) which are the player bars and corelating p1Goal and p2Goal which will act as hit area for the ball graphics element (Ellipse).
Setting Up the World
when the application loads it maps all elements in the physics container to box2d bodies , in woldSetup method i specified different mapping types to components
The key thing you need to know is that you want p1, p2 and the goals controls to be kinematic bodies so
- they are not affected by collations and
- they do not collide with each other
- they affect dynamic bodies colliding into them
and an event handler onBodiesContact that triggers when two bodies collide .
Event Hadnling
onBodiesContact is triggered each time two bodies collide indie it i do a simple test to see which to bodies collided and triggers the respective indicator.
world_mouseMoveHandler is handling the translation of mouse position and movement of p2
Announcing Box2D Flex framework
2Prefix
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
- 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
- download the source code
- inport the Box2DFlex and Demos projects into flash builder 4
- compile
- Play with the eamples in Box2Demos project
Building Your Own b2d World
- download the framework
- create a new project
- add refrence to <Box2DFlex dir>/Box2dFlexLib/bin/Box2DFlexLib.swc
- in your MXML add a new SkinnablePhysicsContainer
- set the container’s yGravity property to 10 and autoStartPhysicsEngine to true (yGravity=”10 autoStartPhysicsEngine=”true”)
- if you want your world to contains walls use setBoundries=”true” attribute
- place a button inside SkinnablePhysicsContainer and set it’s properties (width / height / label)
- run the project