forked from: Box2d BoxDrop click hold
via http://gihyo.jp/dev/feature/01/box2d/0002
slightly modified by mash
* don't use CreateStatic..., nor CreateDynamic...
click to start.
// forked from sketchbookgames's Box2d BoxDrop click hold
// forked from makc3d's forked from: forked from: Box2D test
// forked from shaktool's forked from: Box2D test
// forked from mash's Box2D test
// via http://gihyo.jp/dev/feature/01/box2d/0002
// slightly modified by mash
// * don't use CreateStatic..., nor CreateDynamic...
// click to start.
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 flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
/**
* 床の上に箱を落とすFlash
*/
public class DropBox extends Sprite {
private var world:b2World;
private var _mouseIsDown:Boolean=false;
public function DropBox():void {
// イベントハンドラを登録する
//stage.addEventListener(MouseEvent.CLICK, clickHandler);
stage.addEventListener(MouseEvent.MOUSE_DOWN, MouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, MouseUp);
stage.addEventListener(Event.ENTER_FRAME, EnterFrame);
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
////////////////////////////////////////
// 物理エンジンのセットアップ
// 外枠を定義する
var worldAABB:b2AABB = new b2AABB();
worldAABB.lowerBound.Set(-100, -100);
worldAABB.upperBound.Set(100, 100);
// 重力を下方向に10m/s^2とする
var gravity:b2Vec2 = new b2Vec2(0, 10);
// 外枠と重力を指定して、物理エンジン全体をセットアップする
world = new b2World(worldAABB, gravity, true);
////////////////////////////////////////
// 床の設置
// 床は画面の下のほうに設置します
// 床の位置を左から2.5m、上から3mとする
var floorBodyDef:b2BodyDef = new b2BodyDef();
floorBodyDef.position.Set(2.5, 3);
// 床の形を、幅4m、厚さ20cmとする
// 指定するのはその半分の値
var floorShapeDef:b2PolygonDef = new b2PolygonDef();
floorShapeDef.SetAsBox(2, 0.1);
// 床を動かない物体として作る
var floor:b2Body = world.CreateBody(floorBodyDef);
floor.CreateShape(floorShapeDef);
////////////////////////////////////////
// 描画設定
var debugDraw:b2DebugDraw = new b2DebugDraw();
debugDraw.m_sprite = this;
debugDraw.m_drawScale = 100; // 1mを100ピクセルにする
debugDraw.m_fillAlpha = 1; // 不透明度
debugDraw.m_lineThickness = 1; // 線の太さ
debugDraw.m_drawFlags = b2DebugDraw.e_shapeBit;
world.SetDebugDraw(debugDraw);
}
private function MouseDown(me:MouseEvent):void{
_mouseIsDown=true;
}
private function MouseUp(me:MouseEvent):void{
_mouseIsDown=false;
}
private function EnterFrame(e:Event):void {
if(_mouseIsDown){
var boxBodyDef:b2BodyDef = new b2BodyDef();
boxBodyDef.position.Set(mouseX / 100, mouseY / 100);
var boxShapeDef:b2PolygonDef= new b2PolygonDef();
boxShapeDef.SetAsOrientedBox(
0.1 * (1 + 2*Math.random ()),
0.1 * (1 + 2*Math.random ()), new b2Vec2(0, 0),
2 * Math.PI * Math.random ());
boxShapeDef.density = 1; // 密度 [kg/m^2]
boxShapeDef.restitution = 0.4; // 反発係数、通常は0~1
var boxBody:b2Body = world.CreateBody(boxBodyDef);
boxBody.CreateShape(boxShapeDef);
boxBody.SetMassFromShapes();
}
}
private function enterFrameHandler(event:Event):void {
if (world == null) {
return;
}
// Flashはデフォルトで秒間24フレームなので、
// 物理シミュレーションを1/24秒進める
world.Step(1 / 24, 10);
}
}
}