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Box2D for Flash Games电子书

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12人正在读 | 0人评论 9.8

作       者:Emanuele Feronato

出  版  社:Packt Publishing

出版时间:2012-11-23

字       数:23.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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!
目录展开

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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