the engine behind splitter flash game – first as3 prototype

the engine behind splitter flash game – first as3 prototype

ID:22372512

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页数:19页

时间:2018-10-28

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1、TheenginebehindSplitterFlashgame–firstAS3prototype  SometimeagoIpostedabouttheenginebehindSplitterFlashgame,theCcodeusedtocutoffandsplitobjectsGuillaumePommey.  Hi!ItrytoportthesplitterenginetoAS3,IhaventanyerrorinthefunctionbutIhaveanincorrectstructure  Canyouhelpme,theportmaybecorrec

2、t  PS:TheBox2Dfilesarechanged,becauseIuseafuntion(raycast)mdoesntshouldbeethestructureandtheendoftheprogrammeeusedraycastfunctionyoucanfindatthislink(alsotakealookatthedemo,itsveryinteresting).  Thisisthesourcecode:package{ import Box2D.Dynamics.*import Box2D.Collision.*import Box2D.Co

3、llision.Shapes.*import Box2D.Dynamics.Joints.*import Box2D.Dynamics.Contacts.*import Box2D.mon.Math.*import Box2D.mon.*import flash.events.Event;import flash.display.*;import flash.text.*;import General.*import flash.display.MovieClip;  public class splitter extends MovieClip{ //Public

4、 Class  public function splitter(){ //Main function    var m_sprite:Sprite = ne_sprite);    addEventListener(Event.ENTER_FRAME, update, false, 0, true);    var __sprite = m_sprite;   dbgDra_dra_fillAlpha = 0.3;   dbgDra_lineThickness = 1.0;   dbgDra_dra_____world.Creat1234567下一页[感谢阅读这篇

5、文章,..,]eBody(bd);      sd.SetAsBox(5.0, 1.0);     sd.density = 4.0;     laserBody.CreateShape(sd);     laserBody.SetMassFromShapes();      sd.SetAsBox(3.0, 3.0);     sd.density = 5.0;      bd.userData = 1;     bd.position.Set(0.0, 8.0);     var body1:b2Body = m_Shapes();      sd.SetAsB

6、ox(3.0, 3.0);     sd.density = 5.0;      bd.userData = 1;     bd.position.Set(0.0, 8.0);     body1 = m_Shapes();  }   /***************************************************/  /*********************ETAPE 1***********************/  /***************************************************/   pu

7、blic function CheckPolyShape(poly)  {   if (!(3 <= poly.vertexCount  poly.vertexCount <= b2_maxPolygonVertices)){     return -1;   }    var m_normals:b2Vec2 = neals. Ensure the edges have non-zero length.    for (var i=0; i < poly.vertexCount; i++)    {     var i1 = i;     v

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