Game Development Reference
In-Depth Information
Open Main.as and write the following code snippet:
package {
import flash.display.Sprite
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
public class Main extends Sprite {
public function Main() {
trace("my awesome game starts here");
}
}
}
Test the movie and you should see my awesome game starts here in your Output
window. This means you have successfully imported the required classes.
There isn't that much to say about the code we just wrote, as we are just importing
the classes needed to make our Box2D project work.
When I gave the Hello Box2D World title, I did not mean to create just another
"Hello World" section, but I wanted to introduce the environment where all Box2D
simulation and events take place: the world .
The world is the stage where the simulation happens. Everything you want to be
ruled by the Box2D physics must be inside the world. Luckily, the Box2D World
is always big enough to contain everything you need, so you don't have to worry
about world boundaries. Just remember everything on a computer has limits in
one way or another. So, the bigger the world, the heavier will be the work for
your computer to manage it.
Defining the Box2D World
Like all worlds, the Box2D World has a gravity , so the first thing you need to do is
define world gravity.
1.
In your Main function, add the following line:
var gravity:b2Vec2=new b2Vec2(0,9.81);
This introduces our first Box2D data type: b2Vec2 .
 
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