舉報

會員
Box2D for Flash Games
最新章節:
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
推薦閱讀
- 數據要素安全流通
- 企業數字化創新引擎:企業級PaaS平臺HZERO
- SQL入門經典(第5版)
- Spark快速大數據分析(第2版)
- Architects of Intelligence
- 大數據架構商業之路:從業務需求到技術方案
- AI時代的數據價值創造:從數據底座到大模型應用落地
- 大數據精準挖掘
- SAS金融數據挖掘與建模:系統方法與案例解析
- 爬蟲實戰:從數據到產品
- 區塊鏈+:落地場景與應用實戰
- 商業智能工具應用與數據可視化
- 中國云存儲發展報告
- SQL Server 2008寶典(第2版)
- 智能與數據重構世界
- 大數據隱私保護技術與治理機制研究
- MySQL核心技術手冊
- Learn Selenium
- 一本書講透數據治理:戰略、方法、工具與實踐
- SQL必知必會(第四版)
- 從運維菜鳥到大咖,你還有多遠II:企業數據中心建設及管理
- Swift:Developing iOS Applications
- 架構整潔之道
- 大數據技術體系與開源生態
- 新編大學計算機應用基礎上機實驗指導(微課版)
- 數據庫開發技術標準教程
- 實戰大數據:分布式大數據分析處理系統開發與應用
- PostgreSQL修煉之道:從小工到專家(第2版)
- Oracle DBA手記 3:數據庫性能優化與內部原理解析
- 高效自動化測試平臺:設計與開發實戰