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Author Feronato, Emanuele
Title Box2D for Flash Games
Imprint Olton : Packt Publishing, Limited, 2012
book jacket
Descript 1 online resource (184 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Note Intro -- Box2D for Flash Games -- Table of Contents -- Box2D for Flash Games -- Credits -- About the Author -- About the Reviewers -- -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Hello Box2D World -- Downloading and installing Box2D for Flash -- Hello Box2D World -- Defining the Box2D World -- Running the simulation -- Summary -- 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 bodies -- Creating an oriented box shape -- Creating any kind of convex polygons -- Summary -- 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 -- 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 bird -- Summary -- 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 -- 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 motors -- Controlling motors with keyboard -- Don't let some bodies collide - filtering collisions -- Putting it all together -- Summary -- 7. Skinning the Game -- Replacing debug draw with your own graphic assets -- Summary -- 8. Bullets and Sensors -- Experiencing tunneling -- Preventing tunneling - setting bodies as bullets -- Allow bodies to overlap while detecting contacts with sensors -- Summary -- Index
This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game!
Description based on publisher supplied metadata and other sources
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2020. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries
Link Print version: Feronato, Emanuele Box2D for Flash Games Olton : Packt Publishing, Limited,c2012 9781849519625
Subject Community mental health services -- Moral and ethical aspects.;Psychiatric ethics
Electronic books
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