nunchucks
"feeling a bit angry today :("
Hold Mouse to use tight handling
Release mouse to use loose handling
Move mouse to swing
/**
* Copyright Jacky.Riawan ( http://wonderfl.net/user/Jacky.Riawan )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/3jK2
*/
package
{
import Box2D.Collision.b2AABB;
import Box2D.Collision.Shapes.b2PolygonDef;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2DebugDraw;
import Box2D.Dynamics.b2World;
import Box2D.Dynamics.Joints.b2MouseJoint;
import Box2D.Dynamics.Joints.b2MouseJointDef;
import Box2D.Dynamics.Joints.b2RevoluteJointDef;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField;
/**
* ...
* @author Jacky Riawan
*/
[SWF(backgroundColor=0, width=400, height=400, frameRate=40)]
public class main extends Sprite
{
private var world:b2World
private var myAABB:b2AABB
private const ratio:int = 30
private var joint:b2RevoluteJointDef = new b2RevoluteJointDef()
private var prevBody:b2Body
private var mouseJoint:b2MouseJoint;
private var boxBody:b2Body;
private var isHold:Boolean=false
private var lightHandle:b2PolygonDef;
private var heavyHandle:b2PolygonDef;
private var bodyToDestroyList:Vector.<b2Body>=new Vector.<b2Body>()
private var timer:int=0;
public function main()
{
setupHeavyAndLightDef()
setupWorld()
setupDebugDraw()
createNunchuck()
showInstruction()
addEventListener(Event.ENTER_FRAME, render)
stage.addEventListener(MouseEvent.MOUSE_DOWN, downHandler)
stage.addEventListener(MouseEvent.MOUSE_UP,upHandler)
}
private function showInstruction():void
{
var txt:TextField = new TextField()
txt.text = "Hold Mouse to use tight handling\nRelease mouse to use loose handling\nMove mouse to swing"
txt.textColor = 0xFFF000
txt.mouseEnabled=false
txt.width=400
txt.wordWrap=true
addChild(txt)
}
private function setupHeavyAndLightDef():void
{
heavyHandle = new b2PolygonDef()
heavyHandle.SetAsBox(20 / ratio, 2.5 / ratio)
heavyHandle.density = 2000
heavyHandle.filter.groupIndex = -1
lightHandle = new b2PolygonDef()
lightHandle.SetAsBox(20 / ratio, 2.5 / ratio)
lightHandle.density = 10
lightHandle.filter.groupIndex=-1
}
private function createObject():void {
var shape:b2PolygonDef = new b2PolygonDef()
shape.SetAsBox((Math.random() * 15 + 5) / ratio, (Math.random() * 15 + 5) / ratio)
shape.filter.categoryBits=1
shape.density=Math.random()/3+.1
var bodyDef:b2BodyDef = new b2BodyDef()
bodyDef.position.Set((Math.random() * 400) / ratio, 0)
var body:b2Body = world.CreateBody(bodyDef)
body.CreateShape(shape)
body.SetMassFromShapes()
bodyToDestroyList.push(body)
}
private function downHandler(e:MouseEvent):void
{
boxBody.DestroyShape(boxBody.GetShapeList())
boxBody.CreateShape(heavyHandle)
boxBody.SetMassFromShapes()
isHold=true
}
private function upHandler(e:MouseEvent):void
{
boxBody.DestroyShape(boxBody.GetShapeList())
boxBody.CreateShape(lightHandle)
boxBody.SetMassFromShapes()
isHold=false
}
private function createNunchuck():void
{
//part1
var boxSD:b2PolygonDef = new b2PolygonDef()
boxSD.SetAsBox(20 / ratio, 2.5 / ratio)
boxSD.density = 10
boxSD.filter.groupIndex=-1
var boxBD:b2BodyDef = new b2BodyDef()
boxBD.position.Set(mouseX / ratio, mouseY / ratio)
boxBody = world.CreateBody(boxBD)
boxBody.CreateShape(lightHandle)
boxBody.SetMassFromShapes()
prevBody=boxBody
//part 2
var boxBD2:b2BodyDef = new b2BodyDef()
boxBD2.position.Set((mouseX+75) / ratio, mouseY / ratio)
var boxBody2:b2Body = world.CreateBody(boxBD2)
boxBody2.SetBullet(true)
boxBody2.CreateShape(boxSD)
boxBody2.SetMassFromShapes()
//chain
var chainBodyShape:b2PolygonDef = new b2PolygonDef()
chainBodyShape.SetAsBox(2.5 / ratio, .25 / ratio)
chainBodyShape.filter.groupIndex = -1
chainBodyShape.filter.categoryBits=1
for (var i:int = 0; i < 7; i++) {
var chainSD:b2BodyDef = new b2BodyDef()
chainBodyShape.density = 1000-i*50
chainSD.position.Set((mouseX+22.5 + i * 5) / ratio, mouseY / ratio)
var chainBody:b2Body = world.CreateBody(chainSD)
chainBody.CreateShape(chainBodyShape)
chainBody.SetMassFromShapes()
joint.Initialize(prevBody, chainBody, new b2Vec2(((mouseX+22.5 + i * 5) - 2.5) / ratio, mouseY/ratio))
world.CreateJoint(joint)
prevBody=chainBody
}
joint.Initialize(prevBody, boxBody2, new b2Vec2(((mouseX+22.5 + 7 * 5) - 2.5) / ratio, mouseY / ratio))
world.CreateJoint(joint)
var mouseJointDef:b2MouseJointDef = new b2MouseJointDef()
mouseJointDef.body2 = boxBody
mouseJointDef.body1 = world.GetGroundBody()
mouseJointDef.target.Set(mouseX / ratio, mouseY / ratio)
mouseJointDef.maxForce = 10000000
mouseJointDef.timeStep = 1 / 80
mouseJoint=world.CreateJoint(mouseJointDef) as b2MouseJoint
}
private function render(e:Event):void
{
if (isHold) {
boxBody.SetAngularVelocity(0)//m_angularVelocity=0
}
timer++
if (timer % 10 == 0) {
createObject()
}
world.Step(1 / 40, 20)
mouseJoint.SetTarget(new b2Vec2(mouseX / ratio, mouseY / ratio))
for (var i:int = 0; i < bodyToDestroyList.length; i++) {
var myBody:b2Body = bodyToDestroyList[i]
var body_y:Number = myBody.GetPosition().y
var body_x:Number = myBody.GetPosition().x
if (body_x<0||body_x>400/ratio||body_y<0||body_y > 400 / ratio) {
world.DestroyBody(myBody)
bodyToDestroyList.splice(i,1)
}
}
}
private function setupDebugDraw():void
{
var sprite:Sprite = new Sprite()
addChild(sprite)
var debugMode:b2DebugDraw = new b2DebugDraw()
debugMode.SetFlags(b2DebugDraw.e_shapeBit)
debugMode.m_sprite=sprite
debugMode.m_drawScale = ratio
debugMode.m_fillAlpha = .3
world.SetDebugDraw(debugMode)
}
private function setupWorld():void
{
myAABB=new b2AABB()
myAABB.lowerBound.Set(-1000/ratio, -1000/ratio)
myAABB.upperBound.Set(1000/ratio,1000/ratio)
world=new b2World(myAABB,new b2Vec2(0,10),true)
}
}
}