LEADER 04224nam 2200601Ia 450 001 9910786440103321 005 20230511234944.0 010 $a1-283-96106-7 010 $a1-84951-963-3 035 $a(CKB)2670000000308676 035 $a(EBL)1085221 035 $a(OCoLC)825076490 035 $a(SSID)ssj0000812645 035 $a(PQKBManifestationID)12379266 035 $a(PQKBTitleCode)TC0000812645 035 $a(PQKBWorkID)10865814 035 $a(PQKB)10321491 035 $a(Au-PeEL)EBL1085221 035 $a(CaPaEBR)ebr10632728 035 $a(CaONFJC)MIL427356 035 $a(CaSebORM)9781849519625 035 $a(MiAaPQ)EBC1085221 035 $a(PPN)228037603 035 $a(EXLCZ)992670000000308676 100 $a20121224d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBox2D for Flash games$b[electronic resource] $ecreate amazing and realistic physics-based Flash games using Box2D /$fEmanuele Feronato 205 $a1st edition 210 $aBirmingham, UK $cPackt Pub.$d2012 215 $a1 online resource (166 p.) 225 1 $aCommunity experience distilled 300 $aIncludes index. 311 $a1-84951-962-5 327 $aCover; 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 327 $aCreating 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 327 $aShooting 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 327 $aControlling 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 330 $aThis 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! 606 $aVideo games$xProgramming 615 0$aVideo games$xProgramming. 676 $a004.696 700 $aFeronato$b Emanuele$01544657 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910786440103321 996 $aBox2D for Flash games$93799062 997 $aUNINA