forked from: box2dでボールを落とす.as
クリックすると赤いボール落ちます。
// forked from izm_design's box2dでボールを落とす.as
package
{
//クリックすると赤いボール落ちます。
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Dynamics.Joints.*;
import Box2D.Dynamics.Contacts.*;
import Box2D.Common.*;
import Box2D.Common.Math.*;
[SWF(width="465", height="465",backgroundColor = "0xFFFFFF", frameRate = "30")]
public class main extends Sprite
{
public var m_sprite:Sprite;
public var m_world:b2World;
public var m_physScale:Number = 30.0;
public var m_iterations:int = 10;
public var m_timeStep:Number = 1.0 / 30.0;
//動的オブジェクト
private var bodyDef:b2BodyDef;
private var body:b2Body;
private var boxDef:b2CircleDef;
private var bodyArr:Array = [];
public var urlNum:int = 0;
public var loadTarget:String = "img_s/";
public function main ()
{
m_sprite = new Sprite();
addChild (m_sprite);
addEventListener (Event.ENTER_FRAME, update, false, 0, true);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpEvent);
////////////////////////////////////////// WORLD
//WORLD作成
var worldAABB:b2AABB = new b2AABB();
worldAABB.lowerBound.Set (-1000.0, -1000.0);
worldAABB.upperBound.Set (1000.0, 1000.0);
//重力
var gravity:b2Vec2 = new b2Vec2(0.0, 20.0);
// Bodyオブジェクトのスリープ
var doSleep:Boolean = true;
//シミュレーション空間
m_world = new b2World(worldAABB, gravity, doSleep);
////////////////////////////////////////// デバック用
/*
var dbgDraw:b2DebugDraw= new b2DebugDraw();
var dbgSprite:Sprite= new Sprite();
m_sprite.addChild (dbgSprite);
dbgDraw.m_sprite= dbgSprite;
dbgDraw.m_drawScale= 30.0;
dbgDraw.m_fillAlpha= 0.3;
dbgDraw.m_lineThickness= 1.0;
dbgDraw.m_alpha=1.0;
dbgDraw.m_xformScale=1.0;
dbgDraw.m_drawFlags = b2DebugDraw.e_shapeBit;
m_world.SetDebugDraw (dbgDraw);
*/
////////////////////////////////////////// 静止オブジェクト
var wallObject:b2PolygonDef = new b2PolygonDef();
wallObject.density = 0.0;
var wallDef:b2BodyDef = new b2BodyDef();
var wallBody:b2Body;
////////////////// Left
wallDef.position.Set (10/2 / m_physScale, 465/2 / m_physScale);
wallObject.SetAsBox (10/2 / m_physScale, 465/2 / m_physScale);
wallBody = m_world.CreateBody(wallDef);
wallBody.CreateShape (wallObject);
wallBody.SetMassFromShapes ();
////////////////// Right
wallDef.position.Set ((465-10/2) / m_physScale, 465/2 / m_physScale);
wallObject.SetAsBox (10/2 / m_physScale, 600/2 / m_physScale);
wallBody = m_world.CreateBody(wallDef);
wallBody.CreateShape (wallObject);
wallBody.SetMassFromShapes ();
////////////////// Top
wallDef.position.Set (465/2 / m_physScale, 10/2 / m_physScale);
wallObject.SetAsBox (465/2 / m_physScale, 10/2 / m_physScale);
wallBody = m_world.CreateBody(wallDef);
wallBody.CreateShape (wallObject);
wallBody.SetMassFromShapes ();
////////////////// Bottom
wallDef.position.Set (465/2 / m_physScale, 465 / m_physScale);
wallObject.SetAsBox (465/2 / m_physScale, 10/2 / m_physScale);
wallBody = m_world.CreateBody(wallDef);
wallBody.CreateShape (wallObject);
wallBody.SetMassFromShapes ();
addObj();
}
////////////////////////////////////////// オブジェクト生成
private function mouseUpEvent(e:MouseEvent) :void{
addObj();
}
private function addObj ():void
{
bodyDef = new b2BodyDef();
bodyDef.position.Set ( mouseX / m_physScale, mouseY/ m_physScale);
boxDef = new b2CircleDef();
boxDef.density = 1.5;//密度
boxDef.friction = 0.5;
boxDef.restitution = 1.0;//反発係数
//ここを変更する
var mc:Sprite=new Sprite();
mc.graphics.beginFill (0xFF0000);
mc.graphics.drawCircle(0, 0, 50);;
mc.graphics.endFill ();
bodyDef.userData = mc;
bodyDef.userData.x = -1000;
bodyDef.userData.y = -1000;
bodyDef.userData.width = 50;
bodyDef.userData.height = 50;
//boxDef.(mc.width/2 / m_physScale, mc.height/2 / m_physScale);
body = m_world.CreateBody(bodyDef);
body.CreateShape (boxDef);
body.SetMassFromShapes ();
addChild (bodyDef.userData);
bodyArr.push (body);
if (bodyArr.length > 15) {
destroyDynamicObject ();
}
}
////////////////////////////////////////////////// オブジェクト消す
private function destroyDynamicObject ():void
{
var tempArr:Array = bodyArr.splice(0, 1);
for (var i:int = 0; i < tempArr.length; i++) {
var body:b2Body = tempArr[i];
var bodyData:Sprite = Sprite(body.GetUserData());
removeChild (bodyData);
m_world.DestroyBody (body);
}
}
////////////////////////////////////////// 描画
private function update (event:Event):void
{
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 * m_physScale;
bb.m_userData.y = bb.GetPosition().y * m_physScale;
}
}
}
}
}