プロとして恥ずかしくないActionScript3.0さんぶる
/**
* Copyright albatrus_jp ( http://wonderfl.net/user/albatrus_jp )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/dZ9j
*/
package {
import flash.display.Sprite;
import flash.display.Graphics;
import flash.utils.Timer;
import flash.events.Event;
import flash.events.TimerEvent;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
public class Physics extends Sprite {
private var m_world:b2World;
private var m_scale:Number = 30;
public function Physics(){
var worldAABB:b2AABB = new b2AABB();
worldAABB.lowerBound.Set(-100.0, -100.0);
worldAABB.upperBound.Set(100.0, 100.0);
var gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
var doSleep:Boolean = true;
m_world = new b2World(worldAABB, gravity, doSleep);
var body:b2Body;
var bodyDef:b2BodyDef;
var boxDef:b2PolygonDef;
var circleDef:b2CircleDef;
var insWidth:Number = 0;
var insHeight:Number = stage.stageHeight / m_scale;
var floorWidth:Number = stage.stageWidth / m_scale;
var floorHeight:Number = 3;
bodyDef = new b2BodyDef();
bodyDef.position.Set(insWidth, insHeight + floorHeight);
boxDef = new b2PolygonDef();
boxDef.SetAsBox(floorWidth, floorHeight);
boxDef.friction = 0.3;
boxDef.density = 0;
body = m_world.CreateBody(bodyDef);
//落下箱物体に形状を与えます
body.CreateShape(boxDef);
//塊属性を現在の形状から自動生成します
body.SetMassFromShapes();
var timer:Timer = new Timer(1000);
timer.addEventListener(TimerEvent.TIMER, onTimerHandler);
timer.start();
addEventListener(Event.ENTER_FRAME, onUpdateHandler);
}
private function onUpdateHandler(event:Event = null):void {
var m_iterations:int = 20;
var m_timeStep:Number = 1.0 / 30.0;
m_world.Step(m_timeStep, m_iterations);
for (var bb:b2Body = m_world.m_bodyList; bb; bb = bb.m_next) {
if (bb.m_userData is Sprite){
bb.m_userData.x = bb.GetPosition().x * 30;
bb.m_userData.y = bb.GetPosition().y * 30;
bb.m_userData.rotation = bb.GetAngle() * (180/Math.PI);
}
}
}
private function onTimerHandler(event:Event):void {
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.position.Set(Math.random() * stage.stageWidth / m_scale, -1);
var rX:Number =Math.random() + 0.8;
var rY:Number = Math.random() + 0.8;
var body:b2Body;
var userData:Sprite = new Sprite();
var graphics:Graphics = userData.graphics;
graphics.beginFill(Math.random()*0xffffff, 1);
if (Math.random() < 0.33){
var boxDef:b2PolygonDef = new b2PolygonDef();
boxDef.SetAsBox(rX, rY);
boxDef.density = 1.0;
boxDef.friction = 0.5;
boxDef.restitution = 0.2;
graphics.drawRect( -rX / 2, -rY / 2, rX, rY);
graphics.endFill();
bodyDef.userData = userData;
bodyDef.userData.width = rX * 2 * 30;
bodyDef.userData.height = rY * 2 * 30;
body = m_world.CreateBody(bodyDef);
body.CreateShape(boxDef);
} else if(Math.random() < 0.66) {
var circleDef:b2CircleDef = new b2CircleDef();
circleDef.radius = rX;
circleDef.density = 1.0;
circleDef.friction = 0.5;
circleDef.restitution = 0.3;
graphics.drawCircle( 0, 0, rX);
graphics.endFill();
bodyDef.userData = userData;
bodyDef.userData.width = rX * 2 * 30;
bodyDef.userData.height = rX * 2 * 30;
body = m_world.CreateBody(bodyDef);
body.CreateShape(circleDef);
} else {
var radius:Number = rX;
var triangle_h:Number = Math.tan(60 * Math.PI / 180) * radius;
var tryangleDef:b2PolygonDef = new b2PolygonDef();
tryangleDef.vertexCount = 3;
tryangleDef.vertices[0].Set( -1 * radius, -1 * triangle_h / 2);
tryangleDef.vertices[1].Set( radius, -1 * triangle_h / 2);
tryangleDef.vertices[2].Set( 0, triangle_h / 2);
tryangleDef.density = 1.0;
tryangleDef.friction = 0.5;
tryangleDef.restitution = 0.2;
graphics.moveTo( -1 * radius, -1 * triangle_h / 2);
graphics.lineTo( radius, -1 * triangle_h / 2);
graphics.lineTo( 0, triangle_h / 2);
graphics.endFill();
bodyDef.userData = userData;
bodyDef.userData.width = rX * 2 * 30;
bodyDef.userData.height = rX * 2 * 30;
body = m_world.CreateBody(bodyDef);
body.CreateShape(tryangleDef);
}
body.SetMassFromShapes();
addChild(bodyDef.userData);
onUpdateHandler();
}
}
}