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Box2D for Flash Games
Table of Contents
Box2D for Flash Games
Credits
About the Author
About the Reviewers
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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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