Box2D for Flash games [[electronic resource] ] : create amazing and realistic physics-based Flash games using Box2D / / Emanuele Feronato |
Autore | Feronato Emanuele |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (166 p.) |
Disciplina | 004.696 |
Collana | Community experience distilled |
Soggetto topico | Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-96106-7
1-84951-963-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910462969903321 |
Feronato Emanuele | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Box2D for Flash games [[electronic resource] ] : create amazing and realistic physics-based Flash games using Box2D / / Emanuele Feronato |
Autore | Feronato Emanuele |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (166 p.) |
Disciplina | 004.696 |
Collana | Community experience distilled |
Soggetto topico | Video games - Programming |
ISBN |
1-283-96106-7
1-84951-963-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910786440103321 |
Feronato Emanuele | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Box2D for Flash games : create amazing and realistic physics-based Flash games using Box2D / / Emanuele Feronato |
Autore | Feronato Emanuele |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (166 p.) |
Disciplina | 004.696 |
Collana | Community experience distilled |
Soggetto topico | Video games - Programming |
ISBN |
1-283-96106-7
1-84951-963-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910817527103321 |
Feronato Emanuele | ||
Birmingham, UK, : Packt Pub., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|