AddSpringBox(12,8,2,.1,-.45)
////////////////////////
public function AddSpringBox(_x:Number,_y:Number,_halfwidth:Number,_halfheight:Number,ang:Number):void {
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.position.Set(_x,_y);
var boxDef:b2PolygonDef = new b2PolygonDef();
boxDef.SetAsBox(_halfwidth,_halfheight);
bodyDef.angle=ang
boxDef.density = 0.0;
boxDef.restitution=1
var body:b2Body = m_world.CreateBody(bodyDef);
body.CreateShape(boxDef);
body.SetMassFromShapes();
red=new Red;
red.x=body.GetPosition().x* 30;
red.y=body.GetPosition().y* 30;
red.scaleX=_halfwidth;
red.scaleY=_halfheight*2
red.rotation = body.GetAngle() * (180/Math.PI);
m_dbgSprite.addChild(red);
body.m_userData = red;
}
Thursday, July 23, 2009
Monday, July 20, 2009
ADD body to an existing one
var wallSd2l:b2PolygonDef = new b2PolygonDef();
var wallBd2l:b2BodyDef = new b2BodyDef();
var boxDef11:b2PolygonDef = new b2PolygonDef()
var wallB2l:b2Body;
wallBd2l.position.Set(12,5);//8.8
//wallSd2k.restitution=1
wallSd2l.SetAsBox(.1, 2);
//wallBd2l.angle=-.45
wallB2l = m_world.CreateBody(wallBd2l);
wallB2l.CreateShape(wallSd2l);
wallB2l.SetMassFromShapes();
////////
boxDef11.SetAsOrientedBox(2, 0.1, new b2Vec2(0, 0), 0);//w h x y angle
wallB2l.CreateShape(boxDef11);
var wallBd2l:b2BodyDef = new b2BodyDef();
var boxDef11:b2PolygonDef = new b2PolygonDef()
var wallB2l:b2Body;
wallBd2l.position.Set(12,5);//8.8
//wallSd2k.restitution=1
wallSd2l.SetAsBox(.1, 2);
//wallBd2l.angle=-.45
wallB2l = m_world.CreateBody(wallBd2l);
wallB2l.CreateShape(wallSd2l);
wallB2l.SetMassFromShapes();
////////
boxDef11.SetAsOrientedBox(2, 0.1, new b2Vec2(0, 0), 0);//w h x y angle
wallB2l.CreateShape(boxDef11);
Friday, July 10, 2009
Fly Up AND Left
var forcex=Math.round(body.GetPosition().x-bodya.GetPosition().x);
var forcey=Math.round(body.GetPosition().y-bodya.GetPosition().y);
var nullX=Math.sqrt((forcex)*(forcex) + (forcey)*(forcey))
//if (Math.abs(forcey)==0)///fly horizontal
if (Math.abs(forcex)==0)///fly up
//if(body.GetPosition().x>5 && body.GetPosition().x<7 && body.GetPosition().y<9)
{
trace("rt")
body.ApplyForce( new b2Vec2(-3, 0), body.GetWorldCenter());
}
var forcey=Math.round(body.GetPosition().y-bodya.GetPosition().y);
var nullX=Math.sqrt((forcex)*(forcex) + (forcey)*(forcey))
//if (Math.abs(forcey)==0)///fly horizontal
if (Math.abs(forcex)==0)///fly up
//if(body.GetPosition().x>5 && body.GetPosition().x<7 && body.GetPosition().y<9)
{
trace("rt")
body.ApplyForce( new b2Vec2(-3, 0), body.GetWorldCenter());
}
Wednesday, July 8, 2009
Set Mass At run Time
To change the mass at run time just make desity=0 at the time of defining body
and in At run time Change its Mass
Update()
{
var massData = new b2MassData();
massData.mass = 1;
massData.center = new b2Vec2(-1,1);
massData.I=2
wallBd.SetMass(massData);//wallBd is a body
wallBd.WakeUp()
}
//////////////
bodyDef1.isSleeping = true; is used to make body active whenever its hit by anyobject
and in At run time Change its Mass
Update()
{
var massData = new b2MassData();
massData.mass = 1;
massData.center = new b2Vec2(-1,1);
massData.I=2
wallBd.SetMass(massData);//wallBd is a body
wallBd.WakeUp()
}
//////////////
bodyDef1.isSleeping = true; is used to make body active whenever its hit by anyobject
Monday, July 6, 2009
Thursday, July 2, 2009
Searching elements in ARRAY
package{
import flash.display.Sprite;
public class Main extends Sprite{
public function Main(){
var letters:Array = ["a", "b", "c", "d", "a", "b", "c", "d"];
var match:String = "b";
for (var i:int = 0; i < letters.length; i++) {
if (letters[i] == match) {
trace("Element with index " + i + " found to match " + match);
break;
}
}
}
}
}
import flash.display.Sprite;
public class Main extends Sprite{
public function Main(){
var letters:Array = ["a", "b", "c", "d", "a", "b", "c", "d"];
var match:String = "b";
for (var i:int = 0; i < letters.length; i++) {
if (letters[i] == match) {
trace("Element with index " + i + " found to match " + match);
break;
}
}
}
}
}
Thursday, June 25, 2009
MochiAds + Highscore API
1)get the game code-- put it nywer
2) make ur class as dynamic
3)upload game
4)go for leadership board and get the code for high score
2) make ur class as dynamic
3)upload game
4)go for leadership board and get the code for high score
Wednesday, June 24, 2009
Tiled Layer
var maze:b2Body;
var mazeArr:Array = [[1,1,1,1,1,1,1,1,1],[1,0,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,0,1],[1,0,0,0,1,0,0,0,1],[1,0,1,0,1,0,1,1,1],[1,0,1,0,1,0,0,0,1],[1,0,1,1,1,1,1,0,1],[1,0,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,1,1]];
// Add the Maze
var bodyDefk = new b2BodyDef();
bodyDefk.position.Set(6.5, 3.5);
maze = m_world.CreateBody(bodyDefk);
for (var j:int = 0; j < 3; j++)
{
for (var k:int = 0; k < 3; k++)
{
if (mazeArr[j][k] == 1)
{
var boxDefk = new b2PolygonDef();
boxDefk.SetAsOrientedBox(0.5, 0.5, new b2Vec2(-4 + k, -4 + j), 0);
boxDefk.density = 4;
boxDefk.friction = 1;
boxDefk.restitution = 0.1;
maze.CreateShape(boxDefk);
bodies.push(maze);
}
}
}
maze.SetMassFromShapes();*/
var mazeArr:Array = [[1,1,1,1,1,1,1,1,1],[1,0,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,0,1],[1,0,0,0,1,0,0,0,1],[1,0,1,0,1,0,1,1,1],[1,0,1,0,1,0,0,0,1],[1,0,1,1,1,1,1,0,1],[1,0,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,1,1]];
// Add the Maze
var bodyDefk = new b2BodyDef();
bodyDefk.position.Set(6.5, 3.5);
maze = m_world.CreateBody(bodyDefk);
for (var j:int = 0; j < 3; j++)
{
for (var k:int = 0; k < 3; k++)
{
if (mazeArr[j][k] == 1)
{
var boxDefk = new b2PolygonDef();
boxDefk.SetAsOrientedBox(0.5, 0.5, new b2Vec2(-4 + k, -4 + j), 0);
boxDefk.density = 4;
boxDefk.friction = 1;
boxDefk.restitution = 0.1;
maze.CreateShape(boxDefk);
bodies.push(maze);
}
}
}
maze.SetMassFromShapes();*/
Tuesday, June 2, 2009
back to basics
body.ApplyForce(new b2Vec2(20,0), body.GetWorldCenter())
body ---->
var bodyDef:b2BodyDef = new b2BodyDef();
//bodyDef.isBullet = true;/// penetrate object
var boxDef:b2PolygonDef = new b2PolygonDef();
boxDef.density = 1.0;
// Override the default friction.
boxDef.friction = 0.1;
boxDef.restitution = .4;
boxDef.SetAsBox(.5,.8);
bodyDef.position.Set(10,1);
bodyDef.angle = 45//Math.random() * Math.PI;
body = m_world.CreateBody(bodyDef);
shape1=body.CreateShape(boxDef);//collsion wer shape1:*
body.SetMassFromShapes();
/////////////////////////////////////////////////////////////////
Skin------>
wheel.x=body.GetPosition().x* 30;
wheel.y=body.GetPosition().y* 30
;
wheel.rotation = body.GetAngle() * (180/Math.PI);
m_sprite.addChild(wheel);
///////////////////////////////////////////////////////////////////////
body ---->
var bodyDef:b2BodyDef = new b2BodyDef();
//bodyDef.isBullet = true;/// penetrate object
var boxDef:b2PolygonDef = new b2PolygonDef();
boxDef.density = 1.0;
// Override the default friction.
boxDef.friction = 0.1;
boxDef.restitution = .4;
boxDef.SetAsBox(.5,.8);
bodyDef.position.Set(10,1);
bodyDef.angle = 45//Math.random() * Math.PI;
body = m_world.CreateBody(bodyDef);
shape1=body.CreateShape(boxDef);//collsion wer shape1:*
body.SetMassFromShapes();
/////////////////////////////////////////////////////////////////
Skin------>
wheel.x=body.GetPosition().x* 30;
wheel.y=body.GetPosition().y* 30
;
wheel.rotation = body.GetAngle() * (180/Math.PI);
m_sprite.addChild(wheel);
///////////////////////////////////////////////////////////////////////
Monday, May 11, 2009
make a object stop after sometime
if (bullet.GetLinearVelocity().Length() < 0.001){
stoppedForFrames += 1;
}
else{
stoppedForFrames = 0;
}
if (stoppedForFrames >= 15){
trace("stopped");
}
stoppedForFrames += 1;
}
else{
stoppedForFrames = 0;
}
if (stoppedForFrames >= 15){
trace("stopped");
}
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