box2d施加多个重力
[code lang="as3"]package{
import Box2D.Collision.Shapes.b2CircleShape;
import Box2D.Collision.Shapes.b2PolygonShape;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2DebugDraw;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;
import flash.display.Sprite;
import flash.events.Event;
[SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")]
public class MultiGravity extends Sprite{
private var world:b2World;
private var body:b2Body;
private var timeStep:Number;
private var iterations:uint;
private var pixelsPerMeter:Number = 30;
public function MultiGravity(){
createWorld();
makeDebugDraw();
createWall();
createBodies();
addEventListener(Event.ENTER_FRAME,onEnterframe);
}
private function createWorld():void{
var gravity:b2Vec2 = new b2Vec2(0.0,9.8);
var doSleep:Boolean = true;
world = new b2World(gravity,doSleep);
world.SetWarmStarting(true);
timeStep = 1.0/30.0;
iterations = 10;
}
private function createWall():void{
var bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.position.Set(400/pixelsPerMeter,15/pixelsPerMeter);
body = world.CreateBody(bodyDef);
var shape:b2PolygonShape = new b2PolygonShape();
shape.SetAsBox(400/pixelsPerMeter,15/pixelsPerMeter);
body.CreateFixture2(shape);
bodyDef.position.Set(400/pixelsPerMeter,585/pixelsPerMeter);
body = world.CreateBody(bodyDef);
body.CreateFixture2(shape);
}
private function createBodies():void{
for(var i:int=0;i
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Tags: Box2DFlash, 重力