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