Files
2013-04-25 13:56:18 -07:00

196 lines
6.3 KiB
ActionScript

// Copyright (c) 2013 Adobe Systems Inc
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
package
{
import flash.display.Sprite;
import flash.text.TextField;
import flash.display.Stage;
import flash.display.StageScaleMode;
import flash.display.DisplayObjectContainer;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.utils.ByteArray
import flash.net.LocalConnection;
import flash.net.URLRequest;
import flash.events.Event;
import sample.Box2D.CModule;
import b2Vec2;
import b2World;
public class HelloWorld extends Sprite
{
public static var current:HelloWorld;
private var enableConsole:Boolean = true
private var _tf:TextField;
private var inputContainer:DisplayObjectContainer;
public function HelloWorld(container:DisplayObjectContainer = null)
{
HelloWorld.current = this
if(container) {
container.addChild(this)
initG(null);
} else {
addEventListener(Event.ADDED_TO_STAGE, initG);
}
}
private function initG(e:Event):void
{
inputContainer = new Sprite()
addChild(inputContainer)
addEventListener(Event.ENTER_FRAME, framebufferBlit);
stage.frameRate = 30;
stage.quality = "best";
if(enableConsole) {
_tf = new TextField;
_tf.multiline = true;
_tf.width = stage.stageWidth;
_tf.height = stage.stageHeight;
inputContainer.addChild(_tf);
}
addEventListener(Event.ENTER_FRAME, framebufferBlit);
CModule.startAsync(this);
// Define the gravity vector.
var gravity:b2Vec2 = b2Vec2.create()
gravity.Set(0.0, -10.0);
// Construct a world object, which will hold and simulate the rigid bodies.
var world:b2World = b2World.create(gravity.swigCPtr)
// Define the ground body.
var groundBodyDef:b2BodyDef = b2BodyDef.create();
var groundBodyDefPos:b2Vec2 = b2Vec2.create()
groundBodyDefPos.Set(0.0, -10.0);
groundBodyDef.position = groundBodyDefPos.swigCPtr;
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
var groundBody:b2Body = new b2Body();
groundBody.swigCPtr = world.CreateBody(groundBodyDef.swigCPtr);
// Define the ground box shape.
var groundBox:b2PolygonShape = b2PolygonShape.create();
// The extents are the half-widths of the box.
groundBox.SetAsBox(50.0, 10.0);
// Add the ground fixture to the ground body.
groundBody.CreateFixture2(groundBox.swigCPtr, 0.0);
// Define the dynamic body. We set its position and call the body factory.
var bodyDef:b2BodyDef = b2BodyDef.create();
bodyDef.type = Box2D.b2_dynamicBody;
var bodyDefPos:b2Vec2 = b2Vec2.create()
bodyDefPos.Set(0.0, 4.0);
bodyDef.position = bodyDefPos.swigCPtr;
var body:b2Body = new b2Body();
body.swigCPtr = world.CreateBody(bodyDef.swigCPtr);
// Define another box shape for our dynamic body.
var dynamicBox:b2PolygonShape = b2PolygonShape.create();
dynamicBox.SetAsBox(1.0, 1.0);
// Define the dynamic body fixture.
var fixtureDef:b2FixtureDef = b2FixtureDef.create();
fixtureDef.shape = dynamicBox.swigCPtr;
// Set the box density to be non-zero, so it will be dynamic.
fixtureDef.density = 1.0;
// Override the default friction.
fixtureDef.friction = 0.3;
// Add the shape to the body.
body.CreateFixture(fixtureDef.swigCPtr);
// Prepare for simulation. Typically we use a time step of 1/60 of a
// second (60Hz) and 10 iterations. This provides a high quality simulation
// in most game scenarios.
var timeStep:Number = 1.0 / 60.0;
var velocityIterations:int = 6;
var positionIterations:int = 2;
// This is our little game loop.
for (var i:int = 0; i < 60; ++i)
{
// Instruct the world to perform a single step of simulation.
// It is generally best to keep the time step and iterations fixed.
world.Step(timeStep, velocityIterations, positionIterations);
// Now print the position and angle of the body.
var pos:b2Vec2 = new b2Vec2();
pos.swigCPtr = body.GetPosition();
var angle:Number = body.GetAngle();
consoleWrite("body: " + pos.x + ", " + pos.y + ", " + angle + "\n");
}
}
public function write(fd:int, buf:int, nbyte:int, errno_ptr:int):int
{
var str:String = CModule.readString(buf, nbyte);
i_write(str);
return nbyte;
}
public function read(fd:int, buf:int, nbyte:int, errno_ptr:int):int
{
return 0
}
public function consoleWrite(s:String):void
{
if(enableConsole) {
_tf.appendText(s);
_tf.scrollV = _tf.maxScrollV
}
}
public function i_exit(code:int):void
{
consoleWrite("\nexit code: " + code + "\n");
}
public function i_error(e:String):void
{
consoleWrite("\nexception: " + e + "\n");
}
public function i_write(str:String):void
{
consoleWrite(str);
}
public function framebufferBlit(e:Event):void
{
//var args:Vector.<int> = new Vector.<int>;
//CModule.callI(CModule.getPublicSymbol("updateUniverse"), args);
}
}
}