1.

Record Nr.

UNINA9910786440103321

Autore

Feronato Emanuele

Titolo

Box2D for Flash games [[electronic resource] ] : create amazing and realistic physics-based Flash games using Box2D / / Emanuele Feronato

Pubbl/distr/stampa

Birmingham, UK, : Packt Pub., 2012

ISBN

1-283-96106-7

1-84951-963-3

Edizione

[1st edition]

Descrizione fisica

1 online resource (166 p.)

Collana

Community experience distilled

Disciplina

004.696

Soggetti

Video games - Programming

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Includes index.

Nota di contenuto

Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello Box2D World; Downloading and installing Box2D for Flash; Hello Box2D World; Defining the Box2D World; Running the simulation; Summary; Chapter 2: Adding Bodies to the World; Your first simulation - a ball falling on the floor; Creating a circular shape; Creating a fixture; Using debug draw to test your simulation; Creating a box shape; Different body types - static, dynamic, and kinematic; Density, friction, and restitution; Creating a Totem Destroyer level

Creating compound bodiesCreating an oriented box shape; Creating any kind of convex polygons; Summary; Chapter 3: Interacting with Bodies; Selecting and destroying bodies with a mouse click; Assigning custom attributes to bodies; Looping through bodies and getting their properties; Summary; Chapter 4: Applying Forces to Bodies; Falling apples, revamped; Force, impulse, and linear velocity; Applying an impulse to get a linear velocity; Applying a force to get a linear velocity; Forces in a real game; Physics games aren't just a matter of physics; Placing the physics bird

Shooting the physics birdSummary; Chapter 5: Handling Collisions; Checking for collisions; Box2D built-in collision listener; Trace the beginning and the end of a collision; Detect when you are about to solve a collision and when you have solved it; Detecting when the idol



falls on the floor in Totem Destroyer; Destroying bricks and killing pigs in Angry Birds; Summary; Chapter 6: Joints and Motors; Picking and dragging bodies - mouse joints; Keeping bodies at a given distance - distance joints; Making bodies rotate around a point - revolute joints; When Angry Birds meets Crush the Castle

Controlling joints with motorsControlling motors with keyboard; Don't let some bodies collide - filtering collisions; Putting it all together; Summary; Chapter 7: Skinning the Game; Replacing debug draw with your own graphic assets; Summary; Chapter 8: Bullets and Sensors; Experiencing tunneling; Preventing tunneling - setting bodies as bullets; Allow bodies to overlap while detecting contacts with sensors; Summary; Index

Sommario/riassunto

This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game!