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Box2D for Flash Games
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Index
ThisbookisastepbystepguidetocreategameswithBox2Dexplainedinasimpleandfriendlyway.AreyoufamiliarwithActionScript3andwanttoexplorethecapabilitiesofphysicsingamedesignusingBox2D,thenthisbookisforyou.Youdon’thavetobeanAS3hero:ifyouknowhowtocreateclassesandfunctionswithAS3,thenyoucanmakeyourfirstphysicsgame!
目錄(75章)
倒序
- coverpage
- Box2D for Flash Games
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Hello Box2D World
- Downloading and installing Box2D for Flash
- Hello Box2D World
- Defining the Box2D World
- Running the simulation
- Summary
- Chapter 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
- Chapter 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
- Chapter 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
- Chapter 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
- Chapter 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
- Chapter 7. Skinning the Game
- Replacing debug draw with your own graphic assets
- Summary
- Chapter 8. Bullets and Sensors
- Experiencing tunneling
- Preventing tunneling – setting bodies as bullets
- Allow bodies to overlap while detecting contacts with sensors
- Summary
- Index 更新時間:2021-08-05 18:44:36
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