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Index
Box2D for Flash Games
Table of Contents Box2D for Flash Games Credits About the Author About the Reviewers www.PacktPub.com
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
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