Box2D范例三修版
package { /** * @create_time Apr 13, 2012 4:00:54 PM * @author Ado * @E-mail: adodo08@163.com **/ import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Collision.Shapes.b2PolygonShape; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2DebugDraw; import Box2D.Dynamics.b2FixtureDef; import Box2D.Dynamics.b2World; import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; [SWF(width=1000,height=600,frameRate=24,backgroundColor=0xcccccc)] public class BoxTester extends Sprite { private var world:b2World; private var worldSprite:Sprite; private var drawScale:Number=20; public function BoxTester() { //创建世界,两个参数:重力与是否睡眠 world = new b2World(new b2Vec2(0,0),true); //地板 createFloor(0,(stage.stageHeight - 10)/drawScale,stage.stageWidth/drawScale,10/drawScale); //天花板 createFloor(0,0,stage.stageWidth/drawScale,10/drawScale); //左墙 createFloor(0,0,10/drawScale,stage.stageHeight/drawScale); //右墙 createFloor((stage.stageWidth-10)/drawScale,0,10/drawScale,stage.stageHeight/drawScale); //调试用的,估计,待研究 drawDebug(); addEventListener(Event.ENTER_FRAME, update); //让我很奇怪的是为什么监听不到鼠标事件 stage.addEventListener(MouseEvent.CLICK, generateBody); } private function createFloor($x:Number,$y:Number,$w:Number,$h:Number):void { var shape:b2PolygonShape = new b2PolygonShape(); shape.SetAsBox($w,$h); var fixture:b2FixtureDef = new b2FixtureDef(); fixture.density = 1; fixture.friction = 1; fixture.shape = shape; fixture.restitution = 1; var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_staticBody; bodyDef.position.Set($x,$y); var floor:b2Body = world.CreateBody(bodyDef); floor.CreateFixture(fixture); } private function generateBody(e:MouseEvent=null):void { var shape:b2CircleShape = new b2CircleShape(10/drawScale); var fixture:b2FixtureDef = new b2FixtureDef(); fixture.density = 1; fixture.friction = 2; fixture.restitution = 0.1; fixture.shape = shape; var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(this.mouseX/drawScale, this.mouseY/drawScale); var body:b2Body = world.CreateBody(bodyDef); body.CreateFixture(fixture); } private function update(e:Event):void { world.Step(1/drawScale,10,10); world.ClearForces(); world.DrawDebugData(); world.SetGravity(new b2Vec2(5-Math.random()*10, 5-Math.random()*10)); } private function drawDebug():void { var debugDraw:b2DebugDraw = new b2DebugDraw(); var debugSprite:Sprite = new Sprite(); addChild(debugSprite);//讲debugdraw的关联视图添加到舞台上 debugDraw.SetSprite(debugSprite);//关联sprite到debugdraw debugDraw.SetDrawScale(drawScale);//设置debugdraw的比例 debugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit);//? debugDraw.SetFillAlpha(0.5);//设置背景填充透明度 world.SetDebugDraw(debugDraw);//关联世界 } } }
将重力改成随机的了,蛮好玩的