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Basic Parsley MVC Flash Builder Actionscript Project

This is a basic model view controller example of a Parsley Actionscript project created in Flash Builder. I posted in this blog a minimalist example of using Parsley without implementing model view controller. See Parsley Hello World For A Flash Builder Actionscript Project.. In that post I explained the messaging in Parsley and will not repeat that explanation in this post other than to point them out where used in the model view controller implementation.

This model view controller example is as basic as I can make it while best trying to show the decoupling magic in Parsley. This is accomplished using the Parsley messaging and injection. I attempted to keep the view decoupled from the controller and model. The model and the controller could be decoupled from each other. How far you go with this depends on how many messages you want to design. To keep simple I did have the controller include the model and directly call model methods. This could be decoupled with a Parsley message.

This example follows a few techniques in a referenced example found in the Spicefactory Parsley Developer Manual in chapter 1 under “Other Resources”. This example is found at BloggingLemon. It was written in July 2009. There is a live demo and you can view the source code. Unfortunately the article has no explanations. It did provide me a good template for the Parsley bootstrapping. I tried to streamline that example even further and document what I know here.

You can build this with the free Flex SDK by using the code in the src folder and be sure to include a path to the Parsley and Spicelib library. I have included the Flash Builder 4 project file here you can download.

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Application Class – ParsleyFramework_MVC_AS.as

This is the bootstrap application class. One of the issues in Flash using the XML Parsley configuration file are classes not tied to the view. These classes need to be compiled early so that Parsley can reflect on them. In our case the ApplicationModel and ApplicationController classes fall into this category. There are three techniques to include them for Parsley and I repeated the Parsley Developer’s Manual notes in the comments on line 35 – 39. I borrowed the first technique also used in the BloggingLemon example which is considered by some a hack. Line 41 shows including these classes in an array that has no other use in this class and seems simple enough but should be clearly documented so they are not removed as orphaned code.

Lines 53 – 60 configure the Parsley log messaging useful for debugging Parsley. Here we are suppressing the Parsley messaging so you can view the trace statements I added to help follow the application model view controller and Parsely messaging.

Lines 89 and 90 of the initApp method load the Parsley xml configuration file shown later in this post.

Lines 100 and 103 of the contextEventInitializedHandler method create Parsley managed objects for the two views in this application. The input view allows you to enter and send a message. The output view is a Flash TextField that shows all the messages in reverse entry order. Actually the ApplicationModel maintains the reverse order and the view only displays the model.

The trace statements will show you the flow of the class as it bootstraps.

package
{
	import controllers.ApplicationController;
	
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;
	
	import models.ApplicationModel;
	
	import org.spicefactory.lib.flash.logging.Appender;
	import org.spicefactory.lib.flash.logging.FlashLogFactory;
	import org.spicefactory.lib.flash.logging.LogLevel;
	import org.spicefactory.lib.flash.logging.impl.DefaultLogFactory;
	import org.spicefactory.lib.flash.logging.impl.TraceAppender;
	import org.spicefactory.lib.logging.LogContext;
	import org.spicefactory.lib.logging.Logger;
	import org.spicefactory.parsley.core.context.Context;
	import org.spicefactory.parsley.core.events.ContextEvent;
	import org.spicefactory.parsley.flash.logging.FlashLoggingXmlSupport;
	import org.spicefactory.parsley.xml.XmlContextBuilder;
	
	import views.InputView;
	import views.OutputView;

	[SWF(frameRate="30", width="800", height="650", backgroundColor="0x666666")]	
	
	public class ParsleyFramework_MVC_AS extends Sprite
	{
		/**
		 * Hack to force compiling of classes configured in ParsleyConfiguration.xml 
		 * not used in this class so Parsley can reflect on them. 
		 * 
		 * Alternatives to this hack include either 
		 * compiling them into an SWC (with compc you can include 
		 * whole source folders into the SWC) and then include the whole SWC into your SWF 
		 * with the -include-libraries option of the mxmlc compiler.
		 * or include individual classes with the -includes option of the mxmlc compiler. 
		 * */
		protected var classImporter:Array = [ApplicationModel, ApplicationController];
		/**
		 * This app's context for Parsley.
		 * */
		protected var mainContext:Context;
		/**
		 * Application bootstrap class.
		 * */
		public function ParsleyFramework_MVC_AS()
		{
			super();
			trace("INIT: ParsleyFramework_MVC_AS()");
			var factory:FlashLogFactory = new DefaultLogFactory();
			// Spicefactory warning level for logging.
			factory.setRootLogLevel(LogLevel.WARN);
			var traceApp:Appender = new TraceAppender();
			// Suppress SpiceFactory lib tracing.
			traceApp.threshold = LogLevel.OFF;
			factory.addAppender(traceApp);
			LogContext.factory = factory;
			if (stage == null) 
			{
				addEventListener(Event.ADDED_TO_STAGE, addedToStageEventHandler);
			}
			else 
			{
				initApp();
			}
		}
		/**
		 * Handler for ADDED_TO_STAGE EVENT
		 */
		protected function addedToStageEventHandler(event:Event):void
		{
			trace("INIT: ParsleyFramework_MVC_AS.addedToStageEventHandler(...)");
			removeEventListener(Event.ADDED_TO_STAGE, addedToStageEventHandler);
			initApp();
		} 
		/**
		 * Initialize the stage and load Parsley configuration.
		 */
		protected function initApp():void
		{            
			trace("INIT: ParsleyFramework_MVC_AS.initApp()");
			stage.align = StageAlign.TOP_LEFT;
			stage.scaleMode = StageScaleMode.NO_SCALE;
			FlashLoggingXmlSupport.initialize();
			// INITIALIZE CONTEXT
			mainContext = XmlContextBuilder.build("ParsleyConfiguration.xml");
			mainContext.addEventListener(ContextEvent.INITIALIZED, contextEventInitializedHandler); 
		}
		/**
		 * Handler for Parsley ContextEvent.INITIALIZED event.
		 */
		protected function contextEventInitializedHandler(event:ContextEvent):void
		{    
			trace("INIT: ParsleyFramework_MVC_AS.contextEventInitializedHandler(...)");
			mainContext.removeEventListener(ContextEvent.INITIALIZED, contextEventInitializedHandler);
			// Add in the views.
			var inputView:InputView = mainContext.getObjectByType(InputView) as InputView;
			addChild(inputView);  
			inputView.y = 50;
			var outputView:OutputView = mainContext.getObjectByType(OutputView) as OutputView;
			addChild(outputView);  
			outputView.y = inputView.y + inputView.height + 5;
		}        
	}
}

Parsley Configuration XML File – ParsleyConfiguration.xml
For Parsley to look for the Parsley metatags and other management tasks, it needs to know which classes to search. Loading an XML configuration file is how that is done. Here you see the model, controller and two views referenced by their package identification.

<?xml version="1.0" encoding="UTF-8"?>
<objects 
    xmlns="http://www.spicefactory.org/parsley"
    xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
    xsi:schemaLocation="http://www.spicefactory.org/parsley 
        http://www.spicefactory.org/parsley/schema/2.3/parsley-core.xsd"
    >
     <!-- Objects managed by Parsley -->
 	<object type="models.ApplicationModel" />
 	<object type="controllers.ApplicationController" />
     
	<object type="views.InputView" />
	<object type="views.OutputView"  /> 
</objects>

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The Input View – InputView.as
This is an input TextField and an extended SimpleButton to take any typed message and send a Parsley message.

Line 102 is where a message is dispatched for Parsley to broadcast. Lines 37 and 38 show the Parsley injection for the messaging method.

There is no reference to a controller or a model in this view. The message on line 102 is dispatched for the chosen controller to handle. That choice is made in the controller.

package views
{
	import events.SendTextMessageEvent;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.text.TextField;
	import flash.text.TextFieldType;
	import flash.text.TextFormat;
	import flashx.textLayout.formats.TextAlign;
	import ui.simple.QuickButton;
	/**
	 * Demonstrates UI components sending messages confined to this view while
	 * using Parsley to send the SendTextMessageEvent outside for a controller to handle.
	 * */
	public class InputView extends Sprite
	{
		/**
		 * Output TextField component.
		 * */
		private var input_tf:TextField;
		/**
		 * TextFormat for input_tf.
		 * */
		private var tfFormat:TextFormat;
		/**
		 * The send button
		 * */
		private var sendButton:QuickButton;
		/**
		 * The off button
		 * */
		private var offButton:QuickButton;
		/**
		 * Parsley injected message dispatcher
		 * */
		[MessageDispatcher]
		public var dispatcher:Function;
		/**
		 * Constructor
		 * */
		public function InputView()
		{
			trace("VIEW: InputView()");
			super();
			createChildren();
		}
		/**
		 * Parsley calls automatically after context parsing.
		 */
		[Init]
		public function parsleyInit():void
		{
			trace("VIEW: InputView.parsleyInit()");
		}
		/**
		 * Build the UI for this display object.
		 */
		public function createChildren():void
		{
			trace("VIEW: InputView.createChildren()");
			// TextFormat
			tfFormat = new TextFormat();
			tfFormat.align = TextAlign.LEFT;
			tfFormat.bold = true;
			tfFormat.font = "_typewriter";
			// Input TextField.
			input_tf = new TextField();
			input_tf.border = true; 
			input_tf.multiline = false;
			input_tf.type = TextFieldType.INPUT;
			input_tf.background = true;
			input_tf.width = 600;
			input_tf.height = 20;
			input_tf.addEventListener(Event.CHANGE, input_tf_changeHandler);
			addChild(input_tf);	
			// Create QuickButton and add to display list.
			sendButton = new QuickButton("Send",60);
			sendButton.addEventListener(MouseEvent.CLICK, sendButtonClickHandler);
			addChild(sendButton);	
			input_tf.width -= sendButton.width + 10;
			sendButton.x = input_tf.x + input_tf.width + 10;
		}
		/**
		 * Handler for input_tf_changeHandler Event.CHANGE. To maintain format while changing input
		 * text.
		 * */
		private function input_tf_changeHandler(e:Event):void
		{
			//trace("VIEW: InputView.input_tf_changeHandler(...)");
			input_tf.setTextFormat(tfFormat);
		}
		/**
		 * Handler for sendButton MouseEvent.CLICK
		 * */
		private function sendButtonClickHandler(e:MouseEvent):void
		{
			trace("VIEW: InputView.sendButtonClickHandler(...)");
			// There is text to send
			if (input_tf.length > 0)
			{
				dispatcher( new SendTextMessageEvent(SendTextMessageEvent.SEND, input_tf.text) );
				input_tf.text = "";
				stage.focus = input_tf;
			}
		}
	}
}

The Output View – OutputView.as

As in the InputView there is no reference to a controller or a model. Line 68 shows using Parsley to pick up a message. Of course in a model-view-controller implementation the model should dispatch this message when the model updates.

package views
{
	import events.SendTextMessageEvent;
	import events.SentTextMessagesUpdateEvent;
	
	import flash.display.Sprite;
	import flash.events.MouseEvent;
	import flash.text.TextField;
	import flash.text.TextFieldType;
	import flash.text.TextFormat;
	
	import flashx.textLayout.formats.TextAlign;

	/**
	 * Simple output view. Demonstrates receiving Parsley managed messages and updating from model changes.
	 * */
	public class OutputView extends Sprite
	{
		/**
		 * Output TextField component.
		 * */
		private var output_tf:TextField;
		/**
		 * TextFormat for output_tf.
		 * */
		private var tfFormat:TextFormat;
		/**
		 * Constructor
		 * */
		public function OutputView()
		{
			trace("VIEW: OutputView()");
			super();
			createChildren();
		}
		/**
		 * Parsley calls automatically after context parsing.
		 */
		[Init]
		public function parsleyInit():void
		{
			trace("VIEW: OutputView.parsleyInit()");
		}
		/**
		 * Build the UI for this display object.
		 */
		public function createChildren():void
		{
			trace("VIEW: OutputView.createChildren()");
			// TextFormat
			tfFormat = new TextFormat();
			tfFormat.align = TextAlign.LEFT;
			tfFormat.bold = true;
			tfFormat.font = "_typewriter";
			// TextField.
			output_tf = new TextField();
			output_tf.border = true; 
			output_tf.multiline = true;
			output_tf.background = true;
			output_tf.width = 600;
			output_tf.height = 100;
			addChild(output_tf);
		}
		/**
		 * Parsley event handler. Listening for SentTextMessagesUpdateEvent.UPDATE type. Shows using a selector.
		 * Other Parsley managed views can do the same.
		 */
		[MessageHandler(selector="event.SentTextMessagesUpdateEvent.UPDATED")]
		public function sentTextMessagesUpdateEventHandler(event:SentTextMessagesUpdateEvent):void
		{
			trace("VIEW: OutputView.sentTextMessagesUpdateEventHandler(...) - event.type: " + event.type);
			output_tf.text = event.sentTextMessages;
			output_tf.setTextFormat(tfFormat);
		} 
	}
}

The Model – ApplicationModel.as

On line 12 of the model the one data element, sentTextMessages, holds all the text messages sent in the application. The addSentTextMessage method is where the model is updated with new text messages and where sentTextMessages is maintained. The text messages in sentTextMessages are kept in “last in” order.

Line 30 notifies the Parsley framework of changes in sentTextMessages. The wiring we applied in the Parsley framework incudes the views and the views have handlers to receive the message. In our case it is the OutputView which simply displays the sentTextMessages value as is.

package models
{
	import events.SentTextMessagesUpdateEvent;
	/**
	 * The model responsible for application data.
	 * */
	public class ApplicationModel
	{
		/**
		 * All text messages sent separated by new line \n.
		 * */
		private var sentTextMessages:String = "";
		/**
		 * Parsley injected message dispatcher
		 * */
		[MessageDispatcher]
		public var dispatcher:Function;
		/**
		 * Updates the sentTextMessages property and broadcasts SentTextMessagesUpdateEvent.
		 * @param messageText A text message sent.
		 * */
		public function addSentTextMessage(messageText:String):void
		{
			trace("MODEL: ApplicationModel.addSentTextMessage(...)");
			if (sentTextMessages.length > 0)
			{
				messageText += "\n";
			}
			sentTextMessages = messageText + sentTextMessages;
			dispatcher( new SentTextMessagesUpdateEvent(SentTextMessagesUpdateEvent.UPDATED, sentTextMessages) );
		}
	}
}

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The Controller– ApplicationController.as

Lines 34 and 35 uses the Parsley messaging to listen for view messages and in this case the event.SendTextMessageEvent.SEND message. Views do not need to couple to this controller. Neither does the controller need to know anything about the views.

Line 38 shows the updating of the model. However you could replace this with Parsley messaging to decouple the controller from the model. I did not in order to reduce the number of messages for the example.

package controllers
{
	import events.SendTextMessageEvent;
	
	import models.ApplicationModel;

	/**
	 * The controller responsible for application level control.
	 * */
	public class ApplicationController
	{
		/**
		 * The model injected by Parsley.
		 * */
		[Inject]
		public var model:ApplicationModel;
		/**
		 * Parsley injected message dispatcher
		 * */
		[MessageDispatcher]
		public var dispatcher:Function;
		/**
		 * Parsley calls automatically after context parsing.
		 */
		[Init]
		public function parsleyInit():void
		{
			trace("CONTROLLER: ApplicationController.parsleyInit()");
		}
		/**
		 * Parsley event handler. Listening for SendTextMessageEvent.SEND type. Shows using a selector.
		 * Other Parsley managed views can do the same.
		 */
		[MessageHandler(selector="event.SendTextMessageEvent.SEND")]
		public function sendTextMessageEventHandler(event:SendTextMessageEvent):void
		{
			trace("CONTROLLER: ApplicationController.sendTextMessageEventHandler(...) - event.type: " + event.type);
			model.addSentTextMessage(event.messageText);
		} 
	}
}

The SendTextMessageEvent– SendTextMessageEvent.as

This is a custom Actionscript event. The purpose is to carry a new text message.

package events
{
	import flash.events.Event;
	/**
	 * Event for demonstrating Parsley. View sending a new text message.
	 * */
	public class SendTextMessageEvent extends Event
	{
		/**
		 * The event send type.
		 * */
		public static const SEND:String = "event.SendTextMessageEvent.SEND";
		/**
		 * The text sent.
		 * */
		public var messageText:String;
		/**
		 * Constructor
		 * @param messageText The text sent.
		 * */
		public function SendTextMessageEvent(type:String, messageText:String, bubbles:Boolean=false, cancelable:Boolean=false)
		{
			super(type, bubbles, cancelable);
			this.messageText = messageText;
			trace ("EVENT: SendTextMessageEvent(...) type: " + type);
		}
		override public function clone():Event
		{
			return new SendTextMessageEvent(type, messageText, bubbles, cancelable);
		}
	}
}

The SentTextMessagesUpdateEvent – SentTextMessagesUpdateEvent .as

Another custom Actionscript event. The model’s sentTextMessages property is carried in this event.

package events
{
	import flash.events.Event;
	/**
	 * Event for demonstrating Parsley with mvc. Model notification of sentTextMessages updated. 
	 * The event does not need to be specific to the model so references to the model in
	 * documentation is for helping in tracing the Parsley mvc being demonstrated.
	 * */
	public class SentTextMessagesUpdateEvent extends Event
	{
		/**
		 * The event updated type.
		 * */
		public static const UPDATED:String = "event.SentTextMessagesUpdateEvent.UPDATED";
		/**
		 * The model value of all the sent text messages.
		 * */
		public var sentTextMessages:String;
		/**
		 * Constructor
		 * @param sentTextMessages The model's value of the sentTextMessages.
		 * */
		public function SentTextMessagesUpdateEvent(type:String, sentTextMessages:String, bubbles:Boolean=false, cancelable:Boolean=false)
		{
			super(type, bubbles, cancelable);
			this.sentTextMessages = sentTextMessages;
			trace ("EVENT: SentTextMessagesUpdateEvent(...) type: " + type);
		}
		override public function clone():Event
		{
			return new SentTextMessagesUpdateEvent(type, sentTextMessages, bubbles, cancelable);
		}
	}
}

The QuickButton- QuickButton.as
This is just an Actionscript SimpleButton to use for the demo.

package ui.simple
{
	import flash.display.DisplayObject;
	import flash.display.Shape;
	import flash.display.SimpleButton;
	import flash.events.MouseEvent;
	public class QuickButton extends SimpleButton
	{
		/**
		 * The up state background color;
		 * */
		private var upColor:uint   = 0xFFCC00;
		/**
		 * The over state background color;
		 * */
		private var overColor:uint = 0xCCFF00;
		/**
		 * The down state background color;
		 * */
		private var downColor:uint = 0x00CCFF;
		/**
		 * Width.
		 * */
		private var buttonWidth:Number;;
		/**
		 * Label.
		 * */
		private var label:String;
		/**
		 * Constructor.
		 * @param label The caption for button.
		 * @param buttonWidth Width of the button. Height is 1/3 of buttonWidth
		 * */
		public function QuickButton(label:String = "Button", buttonWidth:Number = 80)
		{
			trace("UI: QuickButton() - label: " + label);
			this.label = label;
			this.buttonWidth = buttonWidth;
			downState      = new QuickButtonDisplayShape(label, downColor, buttonWidth);
			overState      = new QuickButtonDisplayShape(label, overColor, buttonWidth);
			upState        = new QuickButtonDisplayShape(label, upColor, buttonWidth);
			hitTestState   = new QuickButtonDisplayShape(label, upColor, buttonWidth);
			useHandCursor  = true;
		}
	}
}

The QuickButton Skin – QuickButtonDisplayShape.as
How I skinned the QuickButton.

package ui.simple
{
	import flash.display.Sprite;
	import flash.text.TextField;
	import flash.text.TextFieldAutoSize;
	import flash.text.TextFormat;
	import flashx.textLayout.formats.TextAlign;
	/**
	 * Rounded button with text label. Width and height and not margins or padding.
	 * */
	public class QuickButtonDisplayShape extends Sprite
	{
		/**
		 * Background color.
		 * */
		private var bgColor:uint;
		/**
		 * Width.
		 * */
		private var buttonWidth:Number;
		/**
		 * Height.
		 * */
		private var buttonHeight:Number;
		/**
		 * Label TextField component.
		 * */
		private var tf:TextField;
		/**
		 * Left padding for tf inside the button shape.
		 * */
		private const TF_LEFT_PADDING:Number = 6;
		/**
		 * Right padding for tf inside the button shape.
		 * */
		private const TF_RIGHT_PADDING:Number = 6;
		/**
		 * Ratio of button height to the buttonWidth.
		 * */
		private const BUTTON_HEIGHT_RATIO:Number = 1/3;
		/**
		 * Constructor.
		 * @param label The caption for button.
		 * @param bgColor Color for the button background.
		 * @param buttonWidth Width of the button. Height is 1/3 of buttonWidth
		 * */
		public function QuickButtonDisplayShape(label:String,bgColor:Number, buttonWidth:Number)
		{
			// Consume parameters
			this.bgColor = bgColor;
			this.buttonWidth = buttonWidth;
			this.buttonHeight = buttonWidth * BUTTON_HEIGHT_RATIO;
			// Draw button graphics.
			draw();
			// TextField for the button caption.
			tf = new TextField();
			var tfFormat:TextFormat = new TextFormat();
			tf.text = label;
			// Format for centering.
			tfFormat.align = TextAlign.CENTER;
			tfFormat.bold = true;
			tfFormat.font = "_sans";
			//tf.border = true; // Design guide for layout.
			tf.setTextFormat(tfFormat);
			// Position and size the caption.
			tf.x = TF_LEFT_PADDING;
			tf.width = buttonWidth - (TF_LEFT_PADDING + TF_RIGHT_PADDING);
			tf.height = tf.textHeight + 2;
			tf.y = Math.max(0, ( buttonHeight - (tf.textHeight + 4)) / 2);
			// Add caption.
			addChild(tf);
		}
		/**
		 * Draw graphics.
		 * */
		private function draw():void 
		{
			graphics.beginFill(bgColor);
			graphics.drawRoundRect(0, 0, buttonWidth, buttonHeight, 20, 20);
			graphics.endFill();
		}
	}
}

Categories
Articles

Using ExternalInterface To Send Messages to Firebug Console

There are times that you do not have the debugger version of Flash Player running when testing in a web browser so you cannot use various extensions and plugins such as Flashbug that will display Actionscript tracing to the browser window. Flashbug is a Firefox Firebug extension.

However you can use the Firebug console window directly from Actionscript using ExternalInterface. In fact you can use it for sending messages to any Javascript console you may have created or use.

ExternalInterface allows you to call Javascript function from within Actionscript. So we can apply it to calling the Firebug console.log method as well.

I have seen other examples of this code on the internet. Most have a few problems with handling errors. The most egregious is not testing if there is a Firebug console available. The problem is that it is easy to overlook removing Firebug console.log statements when you are working in Javascript. The result is errors when viewing the page in a browser like IE or any browser not having Firebug. The same applies to Actionscript calling Javascript functions. A test is needed to verify that the console.log method is available.

Second it the matter of fact inclusion of testing if ExternalInterface is available. ExternalInterface does not support all web browsers. You can check this out on the ExternalInterface documentation page.

This example contains a method you can add to a class in your Flash or Flex classes and call.

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Sending a Message To Firebug console.log Method

This log method demonstrates code you might want to use. I gave it two purposes. One to trace to the standard Flash log you see on line 3. The second is to trace to the Firebug console. Putting all of this into one method makes it easy enough to turn off all tracing by commenting out the body of the method. Of course you may want to integrate this into a singleton class and use it throughout your code.

Line 4 insures the browser has ExternalInterface capability available.

Lines 7 to 9 compose a anonymous Javascript function that looks like this:
function(){if (window.console) console.log('Hello World');}

Then line 11 calls the function.

		private function log(message:String):void
		{
			trace (message);
			if (ExternalInterface.available)
			{
				// Create Javascript function to call the Firebug console log method and append the message.
				message = "function(){if (window.console) console.log('" + message;
				// Close the Firebug console log method and the Javascript function.
				message +=  "');}";
				// Request running the function.
				ExternalInterface.call(message);
			}
		}

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To use the function, simply call it with your tracing message and you will get the message both in the regular Flash trace consoles you are using and as well in the Firebug console.

log("Hello Firebug Console From Actionscript");
Categories
Articles

FLVPlayback Component in a Flash Builder 4 Actionscript Project

This is an example of how to include the Flash CS5 Actionscript 3 FLVPlayback component in a Flash Builder 4 Actionscript project. I used Mark Walters’s FLVPlayback directly in Flex article to understand how to get the FLVPlaybackAS3.swc file needed and the rest was very similar to doing this in Flash CS5.

In locating the FLVPlaybackAS3.swc I was on a Mac and just used Finder to locate the files with “FLVPlaybackAS” as my search string.

You need include the FLVPlaybackAS swc in your project. Create a folder in your project and then in the project properties include the folder in the Actionscript Build Path under Library Path. I like to call this folder libs.

You need to get a skin SWF file for the FLVPlayer. The easiest method is to create a Flash CS5 document and add the FLVPlayer component. Then include your video and select the skin in the component properties. Then publish. You will see the SWF file for the skin for example SkinOverAll.swf is one possible from CS5.

Downloads

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Application Class – FLVPlayerEx01
You need to add your Flash video FLV file on line 19 and the FLVPlayer skin SWF file on line 21. These could be in the debug-bin folder or another project level folder. This all depends on where you plan to keep these files in relation to the published swf.

package
{
	import fl.video.FLVPlayback;
	import fl.video.VideoScaleMode;
	import flash.display.Sprite;
	[SWF (width=640, height=450, backgroundColor=0xeeeeee, frameRate=24)]
	/**
	 * Starter application class demonstration loading the FLVPlayer Component.
	 * */
	public class FLVPlayBackEx01 extends Sprite
	{
		private var flashVars:Object;
		public function FLVPlayBackEx01()
		{
			var videoPlayer:FLVPlayback = new FLVPlayback();
			videoPlayer.width = 640;
			videoPlayer.height = 450;
			addChild( videoPlayer );
			videoPlayer.play( "YOUR_FLV_FILE_NAME_HERE" );
			videoPlayer.scaleMode = VideoScaleMode.MAINTAIN_ASPECT_RATIO;
			videoPlayer.skin = "YOUR_SKIN_SWF_FILE_NAME_HERE";
			videoPlayer.skinAutoHide = true;
		}
	}
}


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Categories
Articles

Box2D Flash Puggle Lite Game Version of Peggle Nights


This is an update of Todd Kerpelman’s video tutorial of Puggle a game based on Peggle Nights using Box2DFlash, a free 2D physics engine for Flash that works in both Flash and Flex Builder 4. This is example involves a great deal of interaction of game components. For a simpler example of Box2d version 2.1 see my falling boxes example.

Todd’s Puggle game is really the example he uses to teach how to use Box2D. Todd’s version is based on Box2d 2.0 and I wanted to see how it applies to Box2D version 2.1. So I followed his tutorials and gleamed out the code and converted it. This was a painful process because the source code is not available and Todd spends a lot of time explaining concepts in his very helpful videos and went down some roads that he later changed perhaps to accentuate the right versus wrong way.

I did not reproduce all of the example Todd produced because I just ran out of time. However I got enough to put Puggle into working condition using Box2d 2.1 and also commented all the code extensively.

The Puggle Lite version composed from Todd’s work basically allows you to shoot balls from the gun at the top. You use the mouse to aim and fire. You can tune the code to determine the number of balls allowed in play at any one point in time. The source has this value set to 2.

A random selection of the pegs in the middle of the game are designated as goals. The remaining pegs are just that, pegs. They are colored to show goals as yellow and others as blue. They change color when hit and are removed once any ball in play leaves the game.

The moving chute at the bottom is a bonus if a ball falls into it. The game does not track points and perhaps something you may want to add.

You can build this with the free Flex SDK by using the code in the src folder and be sure to include a path to the Box2DFlash 2.1a library. For Flash CS3 and later versions, you need to create a Flash Document in the src folder and set the document class to HelloWorldFallingBoxes01 and then add a library path to the code or SWC if you created one. For your convenience the Flash CS4 example download is included with the needed SWC.

Also for Flash CS3 on up you will need some Flex library swc files because of the use of the Embed meta tag. Tareq AlJaber has good article on embedding meta data in Flash CS4.

Downloads

You can download Box2dFlash to work with the source, get the API documentation and more examples. I included a SWC library for version 2.1a in the example downloads so you will know they work despite what happens at Box2dFlash.org.

Another item used in this example is the Greensock Tweening library TweenLite for animations such as fade out. The SWC library is included in the downloads for your convenience.

This article shows the code for the Flex project. The main difference is how we stitch in the game sprites into the main class using the SpriteVisualElement.
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Application Class – HelloWorldPuggle01
There are a number of customization constants. I tried to extract all the data in buried in the code from Todd’s examples, but fell short for the side wall ramps. I prefer to have data either as members or other source and not buried in code.

The customization constants SHOW_BOX2D_DEBUG and SHOW_BOX2D_DEBUG_AS_OVERLAY on lines 127 and 134 respectively are useful in looking at the Box2D world visually. This helps in checking if the game assets, we call costumes, are synchronized with their physical representation in Box2D data.

The MAX_LAUNCED_BALLS_ALLOWED on line 57 is also helpful in testing. Run the number higher and more balls can be launched speeding up game action and shortening time to see coding changes.

Basically the Box2d world and the Shooter actor are created . The game is set up in the createLevel method we will visit in a later code block.

<?xml version="1.0" encoding="utf-8"?>
<!--
/**
* Demonstration of Box2D 2.1a converting Todd Kerpelman's Puggle Box2d 2.0 version 
of Peggle Nights.
* */
--><s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" 
			   xmlns:s="library://ns.adobe.com/flex/spark" 
			   xmlns:mx="library://ns.adobe.com/flex/mx" 
			   applicationComplete="applicationCompleteHandler(event)"
			   width = "646"
			   height = "603"
			   frameRate="30"
			>
	   <fx:Script>
		   <![CDATA[
			   import Box2D.Collision.Shapes.b2CircleShape;
			   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 mx.events.FlexEvent;
			   /**
				* Properties for background
				* @see background_bc
				*/
			   private static const backgroundColor:Number = 0x333333;
			   /**
				* Tracking of all actors to call their methods.
				* */
			   private var _actors:Array;
			   /**
				* Tracking of all actors that need to be removed after each update of the Box2dWorld.
				* */
			   private var _actorsTaggedForRemoval:Array;
			   /**
				* Tracking of all peg actors that have been hit.
				* */
			   private var _pegsLitUp:Array;
			   /**
				* Tracking of all peg actors that are considered goal targets.
				* */
			   private var _goalPegs:Array;
			   /**
				* Shooter actor.
				* */
			   private var _shooter:Shooter;
			   /**
				* Total balls launched.
				* */
			   private var _totalBallsLaunced:int = 0;
			   /**
				* Maximum balls that can be in play at a time. 
				* */
			   private const MAX_LAUNCED_BALLS_ALLOWED:int = 2;
			   /**
				* Time to simulate world. Set Box2D world time step to movie frame rate. 
				* Box2D manual recommends 1/60 seconds.
				* */
			   private const STEP_SIMULATION_TIME:Number = 1 / 30;
			   /**
				* Box2D interations for the velocity constraint solver
				* */
			   private const STEP_VELOCITY_ITERATIONS:int = 6;
			   /**
				* Box2D interations for the position constraint solver
				* */
			   private const POSITION_VELOCITY_ITERATIONS:int = 10;
			   /**
				* Horizontal spacing of PegActors.
				* */
			   private const PEG_H_SPACING:int = 36;
			   /**
				* Vertical spacing of PegActors.
				* */
			   private const PEG_V_SPACING:int = 36;
			   /**
				* Boundaries for the PegActors.
				* */
			   private const PEG_BOUNDARIES:Rectangle = new Rectangle(114, 226, 418, 255);
			   /**
				* Game side wall thickness.
				* */
			   private const SIDE_WALL_THICKNESS:Number = 10;
			   /**
				* Game side wall height.
				* */
			   private const SIDE_WALL_HEIGHT:Number = 603;
			   /**
				* Position of left wall.
				* */
			   private const LEFT_WALL_POSITION:Point = new Point(0,0);
			   /**
				* Position of right wall.
				* */
			   private const RIGHT_WALL_POSITION:Point = new Point(636,0);
			   /**
				* Left boundary of movable BonusChuteActor.
				* */
			   private const BONUS_CHUTE_LEFT_BOUNDS:int = 20;
			   /**
				* Right boundary of movable BonusChuteActor.
				* */
			   private const BONUS_CHUTE_RIGHT_BOUNDS:int = 433;
			   /**
				* Vertical position of the BonusChuteActor.
				* */
			   private const BONUS_CHUTE_VERTICAL_POSITION:int = 575;
			   /**
				* Position for the Shooter actor.
				* */
			   private const SHOOTER_POINT:Point = new Point(323,10);
			   /**
				* Velocity for the BallActors
				* */
			   private const LAUNCH_VELOCITY:Number = 90;
			   /**
				* Number of PegActors set as goal targets.
				* */
			   private const GOAL_PEG_NUM:int = 22;
			   /**
				* Developer testing for visualization of the Box2D elements using b2DebugDraw. 
				* Determines if b2DebugDraw is added to stage and called.
				* */
			   private const SHOW_BOX2D_DEBUG:Boolean = false;
			   /**
				* Developer b2DebugDraw visual is shown on top of visual actors. False the 
				* visual actors hide the b2DebugDraw visuals unless removed or are not occupying
				* the intended position of the actors the Box2d world represents. Can be useful
				* to see the removal process of actors and their Box2d counterparts when set to false.
				* */
			   private const SHOW_BOX2D_DEBUG_AS_OVERLAY:Boolean = true;
			   /**
				* Handler for applicationComplete event. Setup world and begin animation.
				* */
			   protected function applicationCompleteHandler(event:FlexEvent):void
			   {
				   trace("applicationCompleteHandler(...)");
				   // Initialize member variables.
				   _actors = new Array();
				   _actorsTaggedForRemoval = new Array();
				   _pegsLitUp = new Array();
				   _goalPegs = new Array();
				   _shooter = new Shooter();
				   // Add the Shooter actor
				   box2DContainer.addChild(_shooter);
				   _shooter.x = SHOOTER_POINT.x;
				   _shooter.y = SHOOTER_POINT.y;
				   // Create the Box2d world.
				   setupPhysicsWorld();
				   // Create the game elements other than the Shooter.
				   createLevel();
				   // The ENTER_FRAME event will drive the updates to the Box2d world.
				   addEventListener (Event.ENTER_FRAME, enterFrameHandler);
				   // Handle the mouse clicks to the stage.
				   stage.addEventListener(MouseEvent.CLICK, stageMouseClickHandler);

			   }

The setupPhysicsWorld method creates a Box2D 2.1 world and checks for the state to display the debug data to be shown under the game assets using the SHOW_BOX2D_DEBUG_AS_OVERLAY constant. In the createLevel method, there is the opposite case for the more likely need of showing the debug data over the assets.

Another debugging trick is to open Actor classes and set their “costume” visual visible property to false. Then you can see the Box2d world visual representation without the game visual representation.

Line 175 routes Box2d world body contact incidents to the PuggleContactListener class discussed in a later code block.

The addDebugDraw method determines if the debug data is shown at all.

			   /**
				* Creates the Box2dWorld
				* */
			   private function setupPhysicsWorld():void
			   {
				   // Create world. Gravity and let sleeping babies be.
				   PhysiVals.world = new b2World(new b2Vec2(0,9.8), true);
				   
				   // Add b2DebugDraw under the visual actors.
				   if (!SHOW_BOX2D_DEBUG_AS_OVERLAY)
				   {
					   addDebugDraw();
				   }
				   // Set the class to handle Box2d objects contacting each other.
				   PhysiVals.world.SetContactListener(new PuggleContactListener());
			   }
			   /**
				* b2DebugDraw visualization for Box2d. 
				* */
			   private function addDebugDraw():void
			   {
				   //Debugging visualization for Box2d. Will appear under the actors.
				   if (SHOW_BOX2D_DEBUG)
				   {
					   var debugSprite:Sprite = new Sprite();
					   box2DContainer.addChild(debugSprite);
					   var debugDraw:b2DebugDraw = new b2DebugDraw();
					   debugDraw.SetSprite(debugSprite);
					   debugDraw.SetDrawScale(PhysiVals.RATIO);
					   debugDraw.SetLineThickness( 1.0);
					   debugDraw.SetAlpha(1);
					   debugDraw.SetFillAlpha(0.4);
					   debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
					   PhysiVals.world.SetDebugDraw(debugDraw);
				   }
			   }

The createLevel method adds the PegActors in staggered rows and randomizes some of the PegActors to be goals. It also creates the game walls and ramps.

A big distinction that Box2D 2.1 uses over previous versions is the b2Fixture for each body to determine collisions.

			   /**
				* The only game level. Creates the walls, pegs, the ramps and the bonus chute.
				* */
			   private function createLevel():void
			   {
				   // Horizontal spacing of PegActors
				   var hSpacing:int = PEG_H_SPACING;
				   // Vertical spacing of PegActors
				   var vSpacing:int = PEG_V_SPACING;
				   // Rectangle boundaries of PegActors
				   var pegBounds:Rectangle = PEG_BOUNDARIES;
				   // Is odd numbered row
				   var oddRow:Boolean = false;
				   // Array of all PegActors created
				   var allPegs:Array = new Array();
				   // Loop from the top to the bottom of the PegActor boundaries until filled vertically.
				   for (var pegY:int = pegBounds.top; pegY < pegBounds.bottom; pegY += vSpacing)
				   {
					   // The starting x position of the PegActor is 0 or half of horizonal spacing 
					   // depending upon even or odd row state.
					   var startX:int = pegBounds.left + ((oddRow) ? 0: (hSpacing / 2));
					   // Flip odd row state.
					   oddRow = ! oddRow;
					   // Loop from the left to the right of the PegActor boundaries until filled horizontally.
					   for (var pegX:int = startX; pegX < pegBounds.right; pegX += hSpacing)
					   {
						   // Create new PegActor in PegActor.NORMAL state
						   var newPeg:PegActor = new PegActor(box2DContainer, new Point (pegX, pegY), PegActor.NORMAL);
						   // Add listener for PegEvent.PEG_LIT_UP.
						   newPeg.addEventListener(PegEvent.PEG_LIT_UP, pegEventHandler);
						   // Add listener for PegEvent.PEG_FADE_OUT_COMPLETE.
						   newPeg.addEventListener(PegEvent.PEG_FADE_OUT_COMPLETE, pegEventHandler);
						   // Add PegActor to actor tracking array.
						   _actors.push(newPeg);
						   // Add PegActor to local tracking array.
						   allPegs.push(newPeg);
					   }
				   }
				   // For the number of PegActors to set to PegActor.GOAL state.
				   for (var i:int = 0; i < GOAL_PEG_NUM; i++)
				   {
					   // Select a PegActor randomly from local tracking array
					   var randomPegNum:int = Math.floor(Math.random() * allPegs.length);
					   // Set the PegActor to PegActor.GOAL state.
					   PegActor(allPegs[randomPegNum]).setType(PegActor.GOAL);
					   _goalPegs.push(allPegs[randomPegNum]);
					   // Remove PegActor from local tracking array.
					   allPegs.splice(randomPegNum, 1);
				   }
				   // Dimensions for the walls
				   var wallShapeCoords:Array = new Array();
				   wallShapeCoords.push(
					   new Array(
						   new Point(0,0), 
						   new Point(SIDE_WALL_THICKNESS,0), 
						   new Point(SIDE_WALL_THICKNESS,SIDE_WALL_HEIGHT), 
						   new Point(0,SIDE_WALL_HEIGHT)
					   )
				   );
				   //Create the left wall.
				   var leftWall:ArbiStaticActor = new ArbiStaticActor(box2DContainer, LEFT_WALL_POSITION, wallShapeCoords);
				   _actors.push(leftWall);
				   //Create the right wall.
				   var rightWall:ArbiStaticActor = new ArbiStaticActor(box2DContainer, RIGHT_WALL_POSITION, wallShapeCoords);
				   _actors.push(rightWall);
				   // Dimensions for the left ramps.
				   var leftRampCoords:Array = new Array();
				   leftRampCoords.push(
					   new Array(
						   new Point(0,0), 
						   new Point(79,27), 
						   new Point(79,30), 
						   new Point(0,3)
					   )
				   );
				   // Add left ramps
				   var leftRamp1:ArbiStaticActor = new ArbiStaticActor(box2DContainer, new Point(0,265), leftRampCoords);
				   _actors.push(leftRamp1);
				   var leftRamp2:ArbiStaticActor = new ArbiStaticActor(box2DContainer, new Point(0,336), leftRampCoords);
				   _actors.push(leftRamp2);
				   var leftRamp3:ArbiStaticActor = new ArbiStaticActor(box2DContainer, new Point(0,415), leftRampCoords);
				   _actors.push(leftRamp3);
				   // Dimensions for the right ramps
				   var rightRampCoords:Array = new Array();
				   rightRampCoords.push(
					   new Array(
						   new Point(0,0), 
						   new Point(0, 3), 
						   new Point(-85,32), 
						   new Point(-85,29)
					   )
				   );
				   // Add the right ramps
				   var rightRamp1:ArbiStaticActor = new ArbiStaticActor(box2DContainer, new Point(646, 232), rightRampCoords);
				   _actors.push(rightRamp1);
				   var rightRamp2:ArbiStaticActor = new ArbiStaticActor(box2DContainer, new Point(646, 308), rightRampCoords);
				   _actors.push(rightRamp2);
				   var rightRamp3:ArbiStaticActor = new ArbiStaticActor(box2DContainer, new Point(646, 388), rightRampCoords);
				   _actors.push(rightRamp3);
				   // Create the bonus chute
				   var bonusChute:BonusChuteActor = new BonusChuteActor(box2DContainer, 
					   BONUS_CHUTE_LEFT_BOUNDS,
					   BONUS_CHUTE_RIGHT_BOUNDS, 
					   BONUS_CHUTE_VERTICAL_POSITION);
				   _actors.push(bonusChute);
				   // Add b2DebugDraw over the visual actors.
				   if (SHOW_BOX2D_DEBUG_AS_OVERLAY)
				   {
					   addDebugDraw();
				   }
			   }

Updating the world involves calling the Box2D world Step method. Then all the game Actor classes updateNow methods are called. Finally all the Actors tagged for removal are removed from the game. The tag and remove methodology is necessary to avoid instability in Box2D.

			   /**
				* Game ENTER_FRAME event handler.
				* */
			   private function enterFrameHandler(e:Event):void
			   {
				   updateWorld();
			   }
			   /**
				* .
				* */
			   private function updateWorld():void
			   {
				   // Step simulation time
				   var timeStep:Number = STEP_SIMULATION_TIME;
				   // Step velocity iterations
				   var velocityIterations:int = STEP_VELOCITY_ITERATIONS;
				   // Step position interactions
				   var positionIterations:int = POSITION_VELOCITY_ITERATIONS;
				   //Collision detection, integration, and constraint solutions performed.
				   PhysiVals.world.Step( timeStep, velocityIterations, positionIterations);
				   // As of version 2.1 we must clear the forces.
				   PhysiVals.world.ClearForces();
				   // You want to show debug visualizations.
				   if (SHOW_BOX2D_DEBUG)
				   {
					   PhysiVals.world.DrawDebugData();
				   }
				   // Update all the Actors.
				   for each (var actor:Actor in _actors)
				   {
					   actor.updateNow();
				   }
				   // Remove actors tagged for removal.
				   removeActors();
			   }
			   /**
				* Marks an actor for removal
				* */
			   public function markActorForRemoval(actor:Actor):void
			   {
				   if (_actorsTaggedForRemoval.indexOf(actor) < 0 )
				   {
					   _actorsTaggedForRemoval.push(actor);
				   }
			   }
			   /**
				* Remove actors. Calls their destroy methods.
				* */
			   private function removeActors():void
			   {
				   // Each Actor tagged for removal.
				   for each (var actor:Actor in _actorsTaggedForRemoval)
				   {
					   // This is a BallActor.
					   if (actor is BallActor)
					   {
						   // Reduce counter for number of BallActors in play.
						   _totalBallsLaunced --;
					   }
					   // Destroy the actor using its destroy() method.
					   actor.destroy();
					   // Remove Actor from the actors tracking array.
					   var actorIndex:int = _actors.indexOf(actor);
					   if (actorIndex > -1)
					   {
						   _actors.splice(actorIndex, 1);
					   }
				   }
				   // Reset the actors tagged for removal tracking array.
				   _actorsTaggedForRemoval = new Array();
			   }

This code handles the BallActor creation and launching. It also show handling the BallEvent.BALL_OFF_SCREEN and BALL_HIT_BONUS events.

			   
                            /**
			     * Handler for stage MouseEvent.CLICK.
			     * */
			   private function stageMouseClickHandler(e:MouseEvent):void
			   {
				   launchBall();
			   }
			   /**
				* Launch a new ball.
				* */
			   private function launchBall():void
			   {
				   
				   if (_totalBallsLaunced < MAX_LAUNCED_BALLS_ALLOWED)
				   {
					   // Get the launch position from the Shooter.
					   var launchPoint:Point = _shooter.getLaunchPosition();
					   // Subtract the coordinates of launch point from the mouse point to get direction.
					   var direction:Point = new Point(mouseX,mouseY).subtract(launchPoint);
					   // Scale by the LAUNCH_VELOCITY.
					   direction.normalize(LAUNCH_VELOCITY);
					   
					   // Create a BallActor
					   var ballActor:BallActor = new BallActor(box2DContainer, launchPoint, direction);
					   ballActor.addEventListener(BallEvent.BALL_OFF_SCREEN, ballOffScreenEventHandler);
					   ballActor.addEventListener(BallEvent.BALL_HIT_BONUS, ballHitBonusEventHandler);
					   _actors.push(ballActor);
					   _totalBallsLaunced++
				   }
			   }
			   /**
				* Handler for BallEvent.BALL_HIT_BONUS
				* */
			   private function ballHitBonusEventHandler(e:BallEvent):void
			   {
				   var ballActor:BallActor = BallActor(e.currentTarget);
				   markActorForRemoval(ballActor);
				   removePegActors();
				   ballActor.removeEventListener(BallEvent.BALL_HIT_BONUS,ballHitBonusEventHandler);
			   }
			   /**
				* Handler for BallEvent.BALL_OFF_SCREEN
				* */		
			   private function ballOffScreenEventHandler(e:BallEvent):void
			   {
				   var ballActor:BallActor = BallActor(e.currentTarget);
				   markActorForRemoval(ballActor);
				   removePegActors();
				   ballActor.removeEventListener(BallEvent.BALL_OFF_SCREEN,ballOffScreenEventHandler);
			   }

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Once a PegActor is hit, the process involves using Tweener to fade out the peg. The process starts in removePegActors method on line 433 and ends in the pegFadeOutState method on line 472 via the pegEventHandler method, on line 446, that handles the PegEvent.PEG_FADE_OUT_COMPLETE event .

The hit processing is handled in the pegEventHandler with PegEvent.PEG_LIT_UP event and adds the PegActor hit to the _pegsLitUp tracking array in the pegLitUpState method which you also see used in the removePegActors method to trigger the fade out process for PegActors in a lit up state.

	
			   /**
				* Fade out peg actors that have been hit (lit up). Removed from the array of lit up PegActors
				* and the fade out eventually leads to their removal.
				* */		
			   private function removePegActors():void
			   {
				   var pegNumber:int = 0;
				   for each (var pegActor:PegActor in _pegsLitUp)
				   {
					   pegActor.fadeOut(pegNumber);
					   pegNumber++;
				   }
				   _pegsLitUp = new Array();
			   }
			   /**
				* Handler for the PegActor PegEvent.PEG_LIT_UP and PegEvent.PEG_FADE_OUT_COMPLETE events.
				* */		
			   private function pegEventHandler(e:PegEvent):void
			   {
				   switch (e.type)
				   {
					   case PegEvent.PEG_LIT_UP:
						   pegLitUpState(PegActor(e.currentTarget));
						   break;
					   case PegEvent.PEG_FADE_OUT_COMPLETE:
						   pegFadeOutState(PegActor(e.currentTarget));
						   break;
				   }
			   }
			   /**
				* Add tracking for PegActors that are lit up.
				* */		
			   private function pegLitUpState(pegActor:PegActor):void
			   {
				   pegActor.removeEventListener(PegEvent.PEG_LIT_UP,pegEventHandler);
				   if (_pegsLitUp.indexOf(pegActor) < 0 )
				   {
					   _pegsLitUp.push(pegActor);
				   }
			   }
			   /**
				* Tag PegActors for removal if they have faded out.
				* */		
			   private function pegFadeOutState(pegActor:PegActor):void
			   {
				   _actorsTaggedForRemoval.push(pegActor);
			   }			   
		   ]]>
	   </fx:Script>

SpriteVisualElement is a simple way to show Sprites in Flex.

	
	   <!--
	   Background for app 
	   --> 
	   <s:BorderContainer id = "background_bc"
						  width="{width}" height = "{height}"
						  backgroundColor="{backgroundColor}">
		   
		   <!--
		   Container for the Box2D world
		   -->
		   <s:SpriteVisualElement id = "box2DContainer" />
	   </s:BorderContainer> 
</s:Application>

Shooter Class
The functionality for the shooter is basically to rotate to aim towards the mouse and providing the starting point for the BallActors to launch. These are handled in the alignToMouse, on line 46, and getLaunchPosition, on line 57, methods respectively.

The graphics source and published files are included in the downloads. Many measurements are based on the graphic and so you can open them for viewing to see where values like BALL_OFFSET are derived.

The Shooter is not added to the Box2D world to simplify coding as there is no expectation of the Box2D world’s bodies coming into contact with it. You might want to include it if you expect collisions.

package
{
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.geom.Point;
	import mx.core.BitmapAsset;
	/**
	 * Defines the game shooter.
	 * */	
	public class Shooter extends Sprite
	{
		/**
		 * Using an embedded graphic.
		 * */
		[Embed(source="assets/shooter_published.png")] 
		private var ShooterGraphic:Class;		
		/**
		 * Starting stage position of BallActor relative to this Shooter.
		 * */
		private const BALL_OFFSET:Point = new Point(70,0);
		/**
		 * Constructor.
		 * */	
		public function Shooter()
		{
			// Create an instance for the graphic
			var shooterImg:BitmapAsset = new ShooterGraphic();
			// Center registration point.
			shooterImg.x -= shooterImg.width / 2;
			shooterImg.y -= shooterImg.height / 2;
			// Add the graphic
			addChild(shooterImg);
			// Listen for ENTER_FRAME events.
			this.addEventListener(Event.ENTER_FRAME, enterFrameEventHandler);
		}
		/**
		 * Handler for the ENTER_FRAME event.
		 * */
		private function enterFrameEventHandler(e:Event):void
		{
			alignToMouse();
		}
		/**
		 * Shooter aims at the mouse position.
		 * */
		private function alignToMouse():void
		{
			// Compute the angle to the mouse.
			var mouseAngle:Number = Math.atan2(
				this.stage.mouseY - this.y,
				this.stage.mouseX - this.x) * 180 / Math.PI;
			this.rotation = mouseAngle;
		}
		/**
		 * Provide the starting stage position for BallActors.
		 * */
		public function getLaunchPosition():Point
		{
			return (localToGlobal(BALL_OFFSET));
		}
	}
}

Actor Class
This defines the basic structure of the game pieces. It keeps a reference to game piece’s b2Body and the visual component called _costume.

Most of the methods are overridden in subclasses. However the updating of the costume positions with the Box2D world is done here in the updateMyLook method on line 59. Line 46 contains the pubic interface for updating Actors which first calls updateMyLook and then allows subclasses to perform any child specific tasks.

Line 368 of the HelloWorldPuggle01 class removeActors method call the destroy method you see here on line 75. That method then calls cleanUpBeforeRemoving method, on line 82, that removes the costume and the b2Body for the Actor.

package
{
	import Box2D.Dynamics.b2Body;
	import flash.display.DisplayObject;
	import flash.events.EventDispatcher;
	import flash.events.IEventDispatcher;
	/**
	 * Defines requirements for all game actors and retains references to Box2d body and the actor's costume.
	 * */	
	public class Actor extends EventDispatcher
	{
		protected var _body:b2Body;
		protected var _costume:DisplayObject;
		/**
		 * Constructor
		 * @param body Box2D body for Actor
		 * @param costume is the visual for the Actor.
		 * */	
		public function Actor(body:b2Body, costume:DisplayObject)
		{
			_body = body;
			_costume = costume;
			// Store instance in the Box2D body for use as needed.
			_body.SetUserData(this);
			// Update the visual costume.			
			updateMyLook();
		}
		/**
		 * Handle being hit by another actor. 
		 * @param actor The actor hiting this actor.
		 * */	
		public function hitByActor(actor:Actor):void
		{
			// OVERRIDE IN EXTENDED ACTOR CLASS.
		}
		/**
		 * Handle hitting the bonus chute. 
		 * */	
		public function hitBonusTarget():void
		{
			// OVERRIDE IN EXTENDED ACTOR CLASS.
		}
		/**
		 * Updates the actor.
		 * */	
		public function updateNow():void
		{
			// This is a dynamic Actor needing its costume synchronized.
			if ( _body.GetType() == b2Body.b2_dynamicBody)
			{
				updateMyLook();
			}
			// Include any extended class updating specific to that class.
			childSpecificUpdating();
		}
		/**
		 * Updates the actor's costume position and angle.
		 * */	
		private function updateMyLook():void
		{
			_costume.x = _body.GetPosition().x * PhysiVals.RATIO;
			_costume.y = _body.GetPosition().y * PhysiVals.RATIO;
			_costume.rotation = _body.GetAngle() * 180 / Math.PI;
		}		
		/**
		 * Expected to be overridden by children
		 * */
		protected function childSpecificUpdating():void
		{
			// OVERRIDE IN EXTENDED ACTOR CLASS.
		}
		/**
		 * Handle permanent remove of Actor from game.
		 * */
		public function destroy():void
		{
			cleanUpBeforeRemoving();
		}
		/**
		 * Handles removal of Actor's costume and removal from the Box2D world.
		 * */
		protected function cleanUpBeforeRemoving():void
		{
			// Remove the costume.
			_costume.parent.removeChild(_costume);
			// Remove the Box2D representation.
			PhysiVals.world.DestroyBody(_body);
		}
	}
}	

BallShape Class
This is a simple graphic to depict a ball for the BallActor and PegActor. You could embellish it with bitmaps or more enhanced vector drawing.

package
{
	import flash.display.Sprite;
	/**
	 * Draws a filled circle to represent a ball
	 * */
	public class BallShape extends Sprite
	{
		/**
		 * The circle radius.
		 * */
		private var _radius:Number;
		/**
		 * The circle color.
		 * */
		private var _color:uint;
		/**
		 * param radius Radius of ball in pixels.
		 * param color Color of ball.
		 * */
		public function BallShape(radius:Number = 30, color:uint=0xff0000)
		{
			// Consume the parameters into member variables.
			_radius = radius;
			_color = color;
			// Draw the circle.
			draw();
		}
		/**
		 * Draws the circle
		 * */
		private function draw():void
		{
			graphics.clear();
			graphics.beginFill(_color);
			graphics.drawCircle(0, 0, _radius);
			graphics.endFill();
		}
		/**
		 * Set the fill color.
		 * */
		public function set color(colorVal:uint):void
		{
			_color = colorVal;
			draw();
		}
	}
}

BallActor Class
The class defines the Box2D representation of our ball bullets.

Two other functions are the dispatches of the BallEvent.BALL_HIT_BONUS and BallEvent.BALL_OFF_SCREEN events on line 67 and 78 respectively.

The PuggleContactListener class calls the hitBonusTarget method on line 64 for collisions.

The BallEvent.BALL_OFF_SCREEN allows the BallActor to handled for removal in the HelloWorldPuggle01 class ballOffScreenEventHandler method.

The BallEvent.BALL_HIT_BONUS currently just results in the BallActor targeting for removal in the HelloWorldPuggle01 class ballHitBonusEventHandler method. However, you can consider adding scoring logic there if you like.

package
{
	import Box2D.Collision.Shapes.b2CircleShape;
	import Box2D.Common.Math.b2Vec2;
	import Box2D.Dynamics.b2Body;
	import Box2D.Dynamics.b2BodyDef;
	import Box2D.Dynamics.b2FixtureDef;
	import flash.display.DisplayObjectContainer;
	import flash.display.Sprite;
	import flash.geom.Point;
	/**
	 * Defines ball game elements that user shoots.
	 * */
	public class BallActor extends Actor
	{
		/**
		 * The diameter for the ball
		 * */
		public static const BALL_DIAMETER:int = 12;
		/**
		 * Constructor
		 * @param parent Display container for the BallActor
		 * @param location Starting position in Box2dWorld
		 * @param initVel The starting velocity.
		 * */
		public function BallActor(parent:DisplayObjectContainer, location:Point, initVel:Point)
		{
			// Create the costume.
			var ballSprite:Sprite = new BallShape();
			ballSprite.scaleX = BALL_DIAMETER / ballSprite.width;
			ballSprite.scaleY = BALL_DIAMETER / ballSprite.height;
			// Add costume to display container.
			parent.addChild(ballSprite);
			
			// Create a b2BodyDef
			var bodyDef:b2BodyDef = new b2BodyDef();
			// This is a dynamic Box2D body.
			bodyDef.type = b2Body.b2_dynamicBody;
			// Position the BallActor body.
			bodyDef.position.Set(location.x / PhysiVals.RATIO,location.y / PhysiVals.RATIO);
			// Create the b2Body to represent the ballSprite
			var ballBody:b2Body= PhysiVals.world.CreateBody(bodyDef);
			// Body is to be treated for multiple collisions.
			ballBody.SetBullet(true);
			// Create b2CircleShape to represent this body. 
			var dynamicCircle:b2CircleShape = new b2CircleShape();
			dynamicCircle.SetRadius(BALL_DIAMETER / 2 / PhysiVals.RATIO);
			// Define b2FixtureDef - the collision detection wrapper. 
			var fixtureDef:b2FixtureDef = new b2FixtureDef();
			fixtureDef.shape = dynamicCircle;
			fixtureDef.density = 1.5;
			fixtureDef.friction = 0;
			fixtureDef.restitution = 0.45;
			// Create b2FixtureDef - the collision detection wrapper. 
			ballBody.CreateFixture(fixtureDef);
			// Set velocity
			var velocityVector:b2Vec2 = new b2Vec2( initVel.x / PhysiVals.RATIO, initVel.y / PhysiVals.RATIO);
			ballBody.SetLinearVelocity(velocityVector); 
			super(ballBody, ballSprite);
		}
		/**
		 * Bonus target hit by this BallActor.
		 * */
		override public function hitBonusTarget():void
		{
			// Broadcast the BallEvent.BALL_HIT_BONUS event.
			dispatchEvent(new BallEvent(BallEvent.BALL_HIT_BONUS));
		}
		/**
		 * Handle the specific items for updates.
		 * */
		override protected function childSpecificUpdating():void
		{
			// Off the stage.
			if (_costume.y > PhysiVals.STAGE_HEIGHT )
			{
				// Broadcast the BallEvent.BALL_OFF_SCREEN event.
				dispatchEvent(new BallEvent(BallEvent.BALL_OFF_SCREEN));
			}
		}
	}
}

BallEvent Class
Just a basic Actionscript event class for BallActor events.

package
{
	import flash.events.Event;
	/**
	 * Defines events for BallActors
	 * */	
	public class BallEvent extends Event
	{
		public static const BALL_OFF_SCREEN:String = "ballOffScreen";
		public static const BALL_HIT_BONUS:String = "ballHitBonus";
		public function BallEvent(type:String, bubbles:Boolean=false, cancelable:Boolean=false)
		{
			super(type, bubbles, cancelable);
		}
		public override function clone():Event
		{
			return new BallEvent(type,bubbles,cancelable);
		}
	}
}

PegActor Class
The first main responsibility is to create both the costume and b2Body for the peg in the constructor.

The HelloWorldPuggle01 class removePegActors method calls the fadeOut method on line 101 where Tweener does the fade out.

The completion of fade out then triggers the PegEvent.PEG_FADE_OUT_COMPLETE event in fadeOutCompleteHandler on line 110.

The hitByActor method on line 134 is called by the PuggleContactListener for collisions. Here the state is updated and the PegEvent.PEG_LIT_UP is fired for handling in the HelloWorldPuggle01 pegEventHandler and pegLitUpState methods.

The checkPegType method on line 124 is guarantees correct values in setting NORMAL or GOAL states.

The setPegState method on line 149 sets the costume state of the PegActor.

package
{
	import Box2D.Collision.Shapes.b2CircleShape;
	import Box2D.Dynamics.b2Body;
	import Box2D.Dynamics.b2BodyDef;
	import Box2D.Dynamics.b2FixtureDef;
	import com.greensock.TweenLite;
	import flash.display.DisplayObjectContainer;
	import flash.geom.Point;
	/**
	 * Defines circle peg actor.
	 * */
	public class PegActor extends Actor
	{
		/**
		 * Normal state for PegActor
		 * */
		public static const NORMAL:int = 1;
		/**
		 * Goal state for PegActor
		 * */
		public static const GOAL:int = 2;
		/**
		 * Color for NORMAL PegActor hit state.
		 * */
		private const NORMAL_HIT_COLOR:Number = 0xff0000;
		/**
		 * Color for NORMAL PegActor not hit state.
		 * */
		private const NORMAL_NOT_HIT_COLOR:Number = 0x0000ff;
		/**
		 * Color for GOAL PegActor hit state.
		 * */
		private const GOAL_HIT_COLOR:Number = 0x00ff00;
		/**
		 * Color for GOAL PegActor not hit state.
		 * */
		private const GOAL_NOT_HIT_COLOR:Number = 0xffff00;
		/**
		 * Diameter for PegActor
		 * */
		private static const PEG_DIAMETER:int = 19;
		/**
		 * Hit state.
		 * */
		private var _beenHit:Boolean = false;
		/**
		 * Type of NORMAL or GOAL.
		 * */
		private var _pegType:int;
		/**
		 * Costume as a BallShape.
		 * */
		private var _pegSprite:BallShape;
		/**
		 * Constructor
		 * @param parent Display container for the PegActor
		 * @param location Location of the PegActor.
		 * @param pegType Valid _pegType.
		 * */
		public function PegActor(parent:DisplayObjectContainer, location:Point, pegType:int)
		{
			// Consume parameters to member variables.
			_pegType = pegType;
			
			// Create the costume
			_pegSprite = new BallShape();
			_pegSprite.scaleX = PEG_DIAMETER / _pegSprite.width;
			_pegSprite.scaleY = PEG_DIAMETER / _pegSprite.height;
			// Add to display container.
			parent.addChild( _pegSprite );
			// Create the body definitions.
			var bodyDef:b2BodyDef = new b2BodyDef();
			// Set the body as static.
			bodyDef.type = b2Body.b2_staticBody;
			bodyDef.position.Set( location.x / PhysiVals.RATIO, location.y / PhysiVals.RATIO );
			// Create the b2Body to represent the pegSprite.
			var pegBody:b2Body= PhysiVals.world.CreateBody( bodyDef );
			// Create a b2CircleShape for the Box2D world.
			var b2_circleShape:b2CircleShape = new b2CircleShape();
			b2_circleShape.SetRadius( PEG_DIAMETER / 2 / PhysiVals.RATIO );
			// Define the collision detection fixture.
			var fixtureDef:b2FixtureDef = new b2FixtureDef();
			// Set the fixture shape to the circle.
			fixtureDef.shape = b2_circleShape;
			fixtureDef.density = 0;
			fixtureDef.friction = 0;
			fixtureDef.restitution = .45;
			// Add the fixture to the BonusChute b2Body.
			pegBody.CreateFixture(fixtureDef);
			// Call super before throw statements
			super(pegBody, _pegSprite);
			// Check the pegType value.
			checkPegType(pegType);
			// Update the state.			
			setPegState();
		}
		/**
		 * Fade out the costume.
		 * */
		public function fadeOut(pegNumber:int):void
		{
			TweenLite.to(_costume, 0.3, {alpha:0, delay: .08 * pegNumber, onComplete: fadeOutCompleteHandler});
		}
		/**
		 * Handler for TweenLite onComplete event. Costume fade out complete.
		 * */
		private function fadeOutCompleteHandler():void
		{
			dispatchEvent(new PegEvent(PegEvent.PEG_FADE_OUT_COMPLETE));
		}
		/**
		 * Set the pegType.
		 * */
		public function setType(pegType:int):void
		{
			checkPegType(pegType);
			_pegType = pegType;
			setPegState();
		}
		/**
		 * Validator for pegType input.
		 * */
		private function checkPegType(pegType:int):void
		{
			if (pegType != NORMAL && pegType != GOAL)
			{
				throw(new Error("PegActor setType should be PegActor.NORMAL || PegActor.GOAL"));
			}
		}
		/**
		 * Process a collision with other Actors.
		 * */
		public override function hitByActor(actor:Actor):void
		{
			// Not in hit state.
			if (! _beenHit) 
			{
				_beenHit = true;
				setPegState();
				// Broadcase the change to a hit state.
				dispatchEvent(new PegEvent(PegEvent.PEG_LIT_UP));
			}
		}
		/**
		 * Set the state of the peg based on hit state and peg type. 
		 * Set the costume look to represent the state.
		 * */
		private function setPegState():void
		{
			if (_pegType == NORMAL)
			{
				if (_beenHit)
				{
					_pegSprite.color = NORMAL_HIT_COLOR;
				}
				else
				{
					_pegSprite.color = NORMAL_NOT_HIT_COLOR;
				}
			}
			else if (_pegType == GOAL)
			{
				if (_beenHit)
				{
					_pegSprite.color = GOAL_HIT_COLOR;
				}
				else
				{
					_pegSprite.color = GOAL_NOT_HIT_COLOR;
				}
			}
		}
	}
}

PegEvent Class
Defines the events for PegActors.

package
{
	import flash.events.Event;
	/**
	 * Defines events for PegActors
	 * */	
	public class PegEvent extends Event
	{
		public static const PEG_LIT_UP:String = "pegLitUp";
		public static const PEG_FADE_OUT_COMPLETE:String = "pegFadeOutComplete";
		public function PegEvent(type:String, bubbles:Boolean=false, cancelable:Boolean=false)
		{
			super(type, bubbles, cancelable);
		}
		public override function clone():Event
		{
			return new PegEvent(type,bubbles,cancelable);
		}
	}
}

BonusChuteActor Class
Most of the code is consumed by creating the b2Body. The b2Body creation on line 99. The b2Body is made of three parts. There are two ramps on the left and right side that BallActor will bounce off. The center marks the point the BallActor can pass into the BonusChute. I broke the creation of these parts into separate methods on lines 127, 170 and 213 respectively.

The work is done in the childSpecificUpdating method on line 263. This mainly positions and moves the BonusChute in the HelloWorldPuggle01 updateWorld method. It also keeps the BonusChute within the boundaries.

package
{
	import Box2D.Collision.Shapes.b2PolygonShape;
	import Box2D.Common.Math.b2Vec2;
	import Box2D.Dynamics.b2Body;
	import Box2D.Dynamics.b2BodyDef;
	import Box2D.Dynamics.b2FixtureDef;
	import flash.display.DisplayObjectContainer;
	import flash.geom.Point;
	import mx.core.BitmapAsset;
	/**
	 * Defines bonus chute element. This moves left and right automatically.
	 * */
	public class BonusChuteActor extends Actor
	{
		/**
		 * Using an embedded graphic.
		 * */
		[Embed(source="assets/bonus_chute_published.png")] 
		private var BonusChute:Class;
		
		/**
		 * Container for the graphic.
		 * */
		private var _bonusChute:BitmapAsset
		/**
		 * Identifies this as a bonus target and is passed along in the b2FixtureDef as user data.
		 * */
		public static const BONUS_TARGET:String = "BonusTarget";
		/**
		 * Moving left.
		 * */
		private static const LEFT:int = -1;
		/**
		 * Moving right.
		 * */
		private static const RIGHT:int = 1;
		/**
		 * Index in _bounds for the left boundary.
		 * */
		private static const LEFT_BOUND_INDEX:int = 0;
		/**
		 * Index in _bounds for the right boundary.
		 * */
		private static const RIGHT_BOUND_INDEX:int = 1;
		/**
		 * Speed in pixels.
		 * */
		private static const TRAVEL_SPEED:int = 2;
		/**
		 * The b2Body.
		 * */
		private var _chuteBody:b2Body
		/**
		 * Boundary data.
		 * */
		private var _bounds:Array;
		/**
		 * Vertical position.
		 * */
		private var _yPos:int;
		/**
		 * Current direction.
		 * */
		private var _direction:int;
		/**
		 * Display container
		 * */
		private var _displayContainer:DisplayObjectContainer;
		/**
		 * Constructor
		 * @param parent Display container for the BonusChuteActor
		 * @param leftBounds Left boundary.
		 * @param rightBounds Right boundary.
		 * @param yPos Verticle position.
		 * */
		public function BonusChuteActor(parent:DisplayObjectContainer, leftBounds:int, rightBounds:int, yPos:int)
		{
			// Consume arguments.
			_bounds = [leftBounds, rightBounds];
			_yPos = yPos;
			_direction = RIGHT; 
			_displayContainer = parent;
			
			// Create the Box2D body.
			create_b2Body();
			// Add the left ramp b2Polygon.
			createLeftRamp();
			// Add the right ramp b2Polygon.
			createRightRamp();
			// Add the center hole b2Polygon.
			createCenterHole()
			
			super(_chuteBody, _bonusChute);
		}
		/**
		 * Create the Box2d body for BonusChute.
		 * */
		private function create_b2Body():void
		{
			var leftBounds:int = _bounds[0];
			var rightBounds:int = _bounds[1];
			// Costume
			_bonusChute = new BonusChute();
			// Add costume to display container.
			_displayContainer.addChild(_bonusChute);
			// Set center as registration point.
			_bonusChute.x -= _bonusChute.width / 2;
			_bonusChute.y -= _bonusChute.height / 2;
			//_bonusChute.visible = false;  // For testing just the b2Body
			// Create b2BodyDef.
			var chuteBodyDef:b2BodyDef = new b2BodyDef();
			// This is a dynamic b2Body.
			chuteBodyDef.type = b2Body.b2_dynamicBody;
			// Does not rotate.
			chuteBodyDef.fixedRotation = true;
			// Set position converted into the physical values.
			chuteBodyDef.position.Set(
				(leftBounds + rightBounds) / 2 / PhysiVals.RATIO, 
				_yPos / PhysiVals.RATIO);
			// Create the b2Body.
			_chuteBody = PhysiVals.world.CreateBody(chuteBodyDef);
		}
		/**
		 * Create the left ramp to deflect BallActors that miss the chute opening
		 * */
		private function createLeftRamp():void
		{
			// Box2d polygon shape.
			var polyShape:b2PolygonShape;
			// Define b2FixtureDef - the collision detection wrapper. 
			var fixtureDef:b2FixtureDef;
			// Polygon points.
			var listOfPointVectors:Array;
			// Each polygon point.
			var v1:b2Vec2;
			var v2:b2Vec2;
			var v3:b2Vec2;
			// Left ramp pixels converted into the b2World dimensions.
			// Need to explore the BonusChute graphic for pixel dimensions.
			listOfPointVectors = new Array();
			v1 = new b2Vec2();
			v1.x = 1 / PhysiVals.RATIO;
			v1.y = 25 / PhysiVals.RATIO;
			listOfPointVectors.push(v1);
			v2 = new b2Vec2();
			v2.x = 19 / PhysiVals.RATIO;
			v2.y = 10 / PhysiVals.RATIO;
			listOfPointVectors.push(v2);
			v3 = new b2Vec2();
			v3.x = 18 / PhysiVals.RATIO;
			v3.y = 25 / PhysiVals.RATIO;
			listOfPointVectors.push(v3);
			// Create the b2PolygonShape.
			polyShape = new b2PolygonShape();
			polyShape.SetAsArray( listOfPointVectors, listOfPointVectors.length);
			// Define the collision detection fixture.
			fixtureDef = new b2FixtureDef();
			// Assign the b2Polygon shape.
			fixtureDef.shape = polyShape;
			fixtureDef.density = 1;
			fixtureDef.friction = .1;
			fixtureDef.restitution = 0.6;
			// Add the fixture to the BonusChute b2Body.
			_chuteBody.CreateFixture(fixtureDef);
		}
		/**
		 * Create the right  ramp to deflect BallActors that miss the chute opening
		 * */
		private function createRightRamp():void
		{
			// Box2d polygon shape.
			var polyShape:b2PolygonShape;
			// Define b2FixtureDef - the collision detection wrapper. 
			var fixtureDef:b2FixtureDef;
			// Polygon points.
			var listOfPointVectors:Array;
			// Each polygon point.
			var v1:b2Vec2;
			var v2:b2Vec2;
			var v3:b2Vec2;
			// Right ramp pixels converted into the b2World dimensions.
			// Need to explore the BonusChute graphic for pixel dimensions.
			listOfPointVectors = new Array();
			v1 = new b2Vec2();
			v1.x = 150 / PhysiVals.RATIO;
			v1.y = 25 / PhysiVals.RATIO;
			listOfPointVectors.push(v1);
			v2 = new b2Vec2();
			v2.x = 150 / PhysiVals.RATIO;
			v2.y = 10 / PhysiVals.RATIO;
			listOfPointVectors.push(v2);
			v3 = new b2Vec2();
			v3.x = 167 / PhysiVals.RATIO;
			v3.y = 25 / PhysiVals.RATIO;
			listOfPointVectors.push(v3);
			// Create the b2PolygonShape.
			polyShape = new b2PolygonShape();
			polyShape.SetAsArray( listOfPointVectors, listOfPointVectors.length);
			// Define the collision detection fixture.
			fixtureDef = new b2FixtureDef();
			// Assign the b2Polygon shape.
			fixtureDef.shape = polyShape;
			fixtureDef.density = 1;
			fixtureDef.friction = .1;
			fixtureDef.restitution = 0.6;
			// Add the fixture to the BonusChute b2Body
			_chuteBody.CreateFixture(fixtureDef);
		}
		/**
		 * Create the center chute opening
		 * */
		private function createCenterHole():void
		{
			// Box2d polygon shape.
			var polyShape:b2PolygonShape;
			// Define b2FixtureDef - the collision detection wrapper. 
			var fixtureDef:b2FixtureDef;
			// Polygon points.
			var listOfPointVectors:Array;
			// Each polygon point.
			var v1:b2Vec2;
			var v2:b2Vec2;
			var v3:b2Vec2;
			var v4:b2Vec2;
			// Right ramp pixels converted into the b2World dimensions.
			// Need to explore the BonusChute graphic for pixel dimensions.
			listOfPointVectors = new Array();
			v1 = new b2Vec2();
			v1.x = 19 / PhysiVals.RATIO;
			v1.y = 10 / PhysiVals.RATIO;
			listOfPointVectors.push(v1);
			v2 = new b2Vec2();
			v2.x = 150 / PhysiVals.RATIO;
			v2.y = 10 / PhysiVals.RATIO;
			listOfPointVectors.push(v2);
			v3 = new b2Vec2();
			v3.x = 150 / PhysiVals.RATIO;
			v3.y = 25 / PhysiVals.RATIO;
			listOfPointVectors.push(v3);
			v4 = new b2Vec2();
			v4.x = 18 / PhysiVals.RATIO;
			v4.y = 25 / PhysiVals.RATIO;
			listOfPointVectors.push(v4);
			// Create the b2PolygonShape.
			polyShape = new b2PolygonShape();
			polyShape.SetAsArray( listOfPointVectors, listOfPointVectors.length );
			// Define the collision detection fixture.
			fixtureDef = new b2FixtureDef();
			// Assign the b2Polygon shape.
			fixtureDef.shape = polyShape;
			fixtureDef.density = 1;
			fixtureDef.friction = .1;
			fixtureDef.restitution = 0.6;
			fixtureDef.isSensor = true;
			fixtureDef.userData = BONUS_TARGET;
			// Add the fixture to the BonusChute b2Body
			_chuteBody.CreateFixture(fixtureDef);
		}
		/**
		 * Handle the specific items for updates.
		 * */
		override protected function childSpecificUpdating():void
		{
			// Hit right boundary.
			if (_costume.x >= _bounds[RIGHT_BOUND_INDEX] )
			{
				_direction = LEFT;
			}
			// Hit left boundary.
			else if (_costume.x <= _bounds[LEFT_BOUND_INDEX] )
			{
				_direction = RIGHT;
			}
			// New location in pixels.
			var idealLocation:b2Vec2 = new b2Vec2(
				_costume.x + ( _direction * TRAVEL_SPEED),
				_yPos);
			// Distance to travel in one frame in pixels.
			var directionToTravel:b2Vec2 = new b2Vec2(
				idealLocation.x - _costume.x, 
				idealLocation.y - _costume.y);
			// Distance to travel in one frame in meters
			directionToTravel.Multiply( 1 / PhysiVals.RATIO );
			// The distance in one second in meters.
			directionToTravel.Multiply(PhysiVals.FRAME_RATE);
			// Set linear velocity of the center of mass.
			_chuteBody.SetLinearVelocity(directionToTravel);
			// Peform any generic child specific updating.
			super.childSpecificUpdating();
		}
	}
}

ArbiStaticActor Class
A generic class for creating static Actors like walls and ramps.

package
{
	import Box2D.Collision.Shapes.b2PolygonShape;
	import Box2D.Common.Math.b2Vec2;
	import Box2D.Dynamics.b2Body;
	import Box2D.Dynamics.b2BodyDef;
	import Box2D.Dynamics.b2FixtureDef;
	import flash.display.DisplayObjectContainer;
	import flash.display.Sprite;
	import flash.geom.Point;
	/**
	 * Defines generic static actors such as walls and ramps.
	 * */
	public class ArbiStaticActor extends Actor
	{
		/**
		 * Constructor
		 * @param parent Display container for the ArbiStaticActor
		 * @param location Location of the ArbiStaticActor.
		 * @param coordinates Point coordinates for the ArbiStaticActor.
		 * */
		public function ArbiStaticActor(parent:DisplayObjectContainer, location:Point, coordinates:Array)
		{
			// Create the b2Body.
			var myBody:b2Body = createBodyFromCoordinates(coordinates, location);
			// Create the costume.
			var mySprite:Sprite = createSpriteFromCoordinates( coordinates, location, parent);
			super (myBody, mySprite);
		}
		/**
		 * Create the costume for the AribStaticActor.
		 * @param coordinates Point coordinates for the ArbiStaticActor.
		 * @param location Location of the ArbiStaticActor.
		 * @param parent Display container for the ArbiStaticActor
		 * */
		private function createSpriteFromCoordinates(coordinates:Array, location:Point, parent:DisplayObjectContainer):Sprite
		{
			// Create a Sprite to represent the ArbiStaticActor.
			var newSprite:Sprite = new Sprite();
			newSprite.graphics.lineStyle(2, 0x00bb00);
			// Each point array.
			for each ( var listOfPoints:Array in coordinates )
			{
				var firstPoint:Point = listOfPoints[0];
				newSprite.graphics.moveTo(firstPoint.x, firstPoint.y);
				newSprite.graphics.beginFill(0x00bb00);
				// Each point.
				for each (var newPoint:Point in listOfPoints)
				{
					newSprite.graphics.lineTo(newPoint.x,newPoint.y);
				}
				newSprite.graphics.lineTo(firstPoint.x, firstPoint.y);
				newSprite.graphics.endFill();
			}
			newSprite.x = location.x;
			newSprite.y = location.y;
			parent.addChild(newSprite);
			return newSprite;
		}
		/**
		 * Create the b2Body for the AribStaticActor.
		 * @param coordinates Point coordinates for the ArbiStaticActor.
		 * @param location Location of the ArbiStaticActor.
		 * @param parent Display container for the ArbiStaticActor
		 * */
		private function createBodyFromCoordinates(coordinates:Array, location:Point):b2Body
		{	
			// Create the b2Body definitions.
			var bodyDef:b2BodyDef = new b2BodyDef();
			bodyDef.type = b2Body.b2_staticBody;
			bodyDef.position.Set(location.x / PhysiVals.RATIO, location.y / PhysiVals.RATIO);
			// Create the b2Body.
			var arbiBody:b2Body= PhysiVals.world.CreateBody(bodyDef);
			// Each point array.
			for each (var listOfPoints:Array in coordinates)
			{
				var listOfPointVectors:Array = new Array();
				// Each point.
				for (var i:int = 0; i < listOfPoints.length; i++)
				{
					var v:b2Vec2 = new b2Vec2();
					var nextPoint:Point = listOfPoints[i];
					// Convert to b2World measurements.
					v.x = nextPoint.x / PhysiVals.RATIO;
					v.y = nextPoint.y / PhysiVals.RATIO;
					listOfPointVectors.push(v);
				}
				// Create polygon shape.
				var polyShape:b2PolygonShape = new b2PolygonShape();
				polyShape.SetAsArray( listOfPointVectors, listOfPointVectors.length);
				// Define the collision detection fixture.
				var fixtureDef:b2FixtureDef = new b2FixtureDef();
				// Assign the b2Polygon shape.
				fixtureDef.shape = polyShape;
				fixtureDef.density = 0;
				fixtureDef.friction = .2;
				fixtureDef.restitution = 0.3;
				// Add the fixture to the b2Body.
				arbiBody.CreateFixture(fixtureDef);
			}
			return arbiBody;
		}
	}
}

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PuggleContactListener Class
On line 175 of the HelloWorldPuggle01 setupPhysicsWorld() method, this class is assigned as the b2worlds’s contact listener.

Collisions occurring during the Step method updating of the b2World fire contact events and they are received here. The BeginContact event handler on line 21 does the work we need. We are either calling the Actor’s hitByActor method as shown on lines 31 and 36 or the hitBonusTarget method on lines 43 and 50.

The BeginContact method provides GetFixtureA and GetFixtureB to represent the collision. From them we use data stored in b2Bodies or b2Fixturesto determine the Actors involved with collisions.

For example the BonusChute class createCenterHole method stores user data on line 256: fixtureDef.userData = BONUS_TARGET;. Here we see on line 40 and 47 testing for that value when user data is a String.

The other case is when the user data contains an Actor we can determine if the Actor is a PegActor or BallActor as on lines 29 and 34.

You can work out your own method of supplying and testing for user data depending on your own code.

package
{
	import Box2D.Collision.b2Manifold;
	import Box2D.Dynamics.Contacts.b2Contact;
	import Box2D.Dynamics.b2ContactListener;
	/**
	 * Handler for collisions in b2World.
	 * */	
	public class PuggleContactListener extends b2ContactListener
	{
		/**
		 * Constructor.
		 * */	
		public function PuggleContactListener()
		{
			super();
		}
		/**
		 * Contact started. Notify actors involved.
		 * */	
		override public function BeginContact(contact:b2Contact):void
		{
			// Extract user data from contacting Actors.
			var actorA:Actor = contact.GetFixtureA().GetBody().GetUserData();
			var actorB:Actor = contact.GetFixtureB().GetBody().GetUserData();
			var actorAFixtureUserData:* = contact.GetFixtureA().GetUserData();
			var actorBFixtureUserData:* = contact.GetFixtureB().GetUserData();
			// BallActor and PegActor contacted.
			if (actorA is PegActor && actorB is BallActor)
			{
				actorA.hitByActor(actorB);
			}
			// BallActor and PegActor contacted.
			else if (actorB is PegActor && actorA is BallActor)
			{
				actorB.hitByActor(actorA);
			} 
			// BallActor contacted BonusChuteActor.BONUS_TARGET.
			else if (actorAFixtureUserData is String 
				&& actorAFixtureUserData == BonusChuteActor.BONUS_TARGET
				&& actorB is BallActor)
			{
				actorB.hitBonusTarget()
			}
			// BallActor contacted BonusChuteActor.BONUS_TARGET.
			else if (actorBFixtureUserData is String 
				&& actorBFixtureUserData == BonusChuteActor.BONUS_TARGET
				&& actorA is BallActor)
			{
				actorA.hitBonusTarget()
			}
			super.BeginContact(contact);
		}
		/**
		 * Contact ended.
		 * */	
		override public function EndContact(contact:b2Contact):void
		{
			super.EndContact(contact);
		}
	}
}

PhysiValsClass

A place to store some of the values used across classes. The key value is the RATIO that converts the pixel world into the physics world’s meters.

package
{
	import Box2D.Dynamics.b2World; 

	public class PhysiVals
	{
		public static const STAGE_HALF_WIDTH:int = 323;
		public static const STAGE_HEIGHT:int = 603;
		private static var _instance:PhysiVals;			// Singleton instance
		public static const RATIO:Number = 30;
		public static const FRAME_RATE:Number = 30;
		private static var _world:b2World;
		
		public function PhysiVals(pvt:PhysiValsPrivateClass)
		{
		}
		/**
		 * Singleton instantiation method
		 * */
		public static function getInstance():PhysiVals
		{
			if (PhysiVals._instance == null)
			{
				PhysiVals._instance = new PhysiVals( new PhysiValsPrivateClass() );

			}
			return PhysiVals._instance;
		}
		public static function get world():b2World	
		{
			return _world
		}
		public static function set world(world:b2World):void	
		{
			_world = world;
		}
	}
}

/**
 * Singleton enforcer class
 * */
class PhysiValsPrivateClass
{
	public function PhysiValsPrivateClass()
	{
		
	}
}

Categories
Articles

Flixel Hello World Basic Shooter Game in Flash and Flex

Decided to try an Actionscript 3 game engine and chose Flixel to start. I started late afternoon Halloween and when the devil (local neighbor in costume) showed up with treats and pizza, I was well on the way.

The Flixel site lead me off to a “hello world” space ship shooter game laid out by Andreas Zecher. He has a nice incremental tutorial that shows the changes if you follow it. I decided to create my own game pieces and also comment all the code so I understood on a line by line basis what was happening. I also made some changes to data moving it out of the code to at least the class member level. This post shows the results of the work.

I am using version Flixel version 2.35 because and included a swc in the download files so you do not need to download it.

You can build this with the free Flex SDK by using the code in the src folder and be sure to include a path to the Flixel library. For Flash CS3 and later versions, you need to create a Flash Document in the src folder and set the document class to Main and then add a library path to the Flixel 2.35 code or SWC if you created one. For your convenience the Flash CS4 example download is included with a Flixel 2.35 SWC.

Also for Flash CS3 on up you will need some Flex library swc files because of the use of the Embed meta tag. Tareq AlJaber has good article on embedding meta data in Flash CS4.

This article shows the code for the Flex project.

Application Class – Main
The applicationCompleteHandler creates Flixel game instance variable named flxGame. It is easily added to the Flex SpriteVisualElement and we are off and playing.

<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" 
			   xmlns:s="library://ns.adobe.com/flex/spark" 
			   xmlns:mx="library://ns.adobe.com/flex/mx" 
			   applicationComplete="applicationCompleteHandler(event)"
			   width = "644"
			   height = "484"
			   >
	<fx:Script>
		<![CDATA[
			import mx.events.FlexEvent;
			
			import org.flixel.FlxGame;
			/**
			 * Set the preloader.
			 * */
			[Frame(factoryClass="Preloader")]
			/**
			 * Properties for background
			 * @see background_bc
			 */
			private static const backgroundColor:Number = 0x333333;
			/**
			 * The Flixel game.
			 */
			private var flxGame:FlxGame;
			/**
			 * Handler for applicationComplete event. Setup world and begin animation.
			 * */
			protected function applicationCompleteHandler(event:FlexEvent):void
			{
				trace( className + ".applicationCompleteHandler(...)");
				flxGame = new FlxGame(640, 480, PlayState, 1 ); 
				box2DContainer.addChild(flxGame);
				// Offset to show box2DContainer evenly.
				flxGame.x = 1;
				flxGame.y = 1;
			}			
		]]>
	</fx:Script>
	<!--
	Background for app 
	--> 
	<s:BorderContainer id = "background_bc"
					   width="{width}" height = "{height}"
					   
					   backgroundColor="{backgroundColor}">
		
		<!--
		Container for the FlxGame
		-->
		<s:SpriteVisualElement id = "box2DContainer" />
	</s:BorderContainer> 
</s:Application>

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PlayState Class
The PlayState class does the real game specific details. Flixel does the rest of the work.

Overall the plan is to have a player space ship pointing to the right only and that moves up, down, left and right with arrow keys. The spacebar is used for firing bullets. Enemy space ships appear of the right and travel left with a slight sine wave. Collisions of bullets with enemy ships terminates them in an explosion. Collision of the player ship with an enemy ship terminates both ships and ends the game.

Enemy ships are added in more frequently as the game progress. Bullets are unlimited and have no repetition governor.

The create method on line 88 sets the game up and starts the game. In 2.5 seconds the first enemy ship appears.

The update method on line 116 represents the testing for player input and collisions. Lines 119 and 121 detect collisions.

Lines 123 – 127 test for starting the game which is done by detecting if the player ship is inactive (“dead”) and the ENTER key is pressed. Game in play is based on the player ship being active.

Lines 128 – 133 set the flag to fire a bullet when the SPACE BAR is pressed.

Lines 135 – 144 simple detect if it is time to add another enemy ship and to call resetSpawnTimer() on line 173 that adjusts the timer to a smaller interval.

The handler for an enemy ship hit with a bullet is the overlapAlienBullet method on line 188. Basically the enemy ship and bullet are destroyed and broken into exploding pixels. That code I have not studied but is handled by the createEmitter() method on line 228 and the FlxEmitter class.

The overlapAlienShip method on line 207 handles an enemy ship colliding with the play ship. The game is rendered inactive at this point, however enemy ships keep showing up in larger numbers: something I did not bother to fix. The game gets a shake using the FlxG.quake.start method on line 214.

package
{
	import org.flixel.FlxEmitter;
	import org.flixel.FlxG;
	import org.flixel.FlxGroup;
	import org.flixel.FlxPoint;
	import org.flixel.FlxSprite;
	import org.flixel.FlxState;
	import org.flixel.FlxText;
	import org.flixel.FlxU;
	
	public class PlayState extends FlxState
	{
		/**
		 * Player ship.
		 * */
		private var _playerShip:PlayerShip;
		/**
		 * FlxGroup for EnemyShip objects.
		 * */
		private var _enemyShips:FlxGroup;
		/**
		 * FlxGroup for player ship bullets
		 * */
		private var _bullets:FlxGroup;
		private var _enemyShipSpawnTimer:Number;
		/**
		 * Starting number of seconds that new enemy ships are spawned.
		 * */
		private var _enemyShipSpawnInterval:Number = 2.5;
		/**
		 * Minimum seconds that new enemy ships are spawned.
		 * */
		private var _enemyShipSpawnIntervalMin:Number = .1;
		/**
		 * Reducing factor for seconds next enemy ship is spawned.
		 * */
		private var _enemyShipSpawnIntervalReductionFactor:Number = 0.95;
		/**
		 * Game text displaying number of enemy ships hit.
		 * */
		private var _scoreText:FlxText;
		/**
		 * Score text font size.
		 * */
		private var _scoreTextFontSize:Number = 32;
		/**
		 * Score text font color.
		 * */
		private var _scoreTextFontColor:Number = 0xFF597137;
		/**
		 * Score text horizontal alignment.
		 * */
		private var _scoreTextAlign:String = "left";
		/**
		 * Game text displaying end of game message.
		 * */
		private var _gameOverText:FlxText;
		/**
		 * End of came message.
		 * */
		private var _lang_GameOverMessage:String = "GAME OVER\nPRESS ENTER TO PLAY AGAIN";
		/**
		 * Sound for exploding game ship
		 * */
		[Embed(source="assets/ExplosionShip.mp3")]
		private var SoundExplosionShip:Class;
		/**
		 * Sound for exploding enemy ship
		 * */
		[Embed(source="assets/ExplosionAlien.mp3")]
		private var SoundExplosionEnemyShip:Class;
		/**
		 * Sound for ship bullet
		 * */
		[Embed(source="assets/Bullet.mp3")]
		private var SoundBullet:Class;
		/**
		 * The game play state constructor.
		 * */
		public function PlayState()
		{
			super();
		}
		/**
		 * Create game objects
		 */
		override public function create():void
		{
			// Set the FlxState bgColor. The default background color of the game.
			bgColor = 0xFFABCC7D;
			// Set the Flixel starting score value
			FlxG.score = 0;
			// Set the costume score value
			_scoreText = new FlxText(10, 8, 200, "0");
			_scoreText.setFormat(null, _scoreTextFontSize, _scoreTextFontColor, _scoreTextAlign);
			add(_scoreText);
			// Add player ship.
			_playerShip = new PlayerShip();
			add(_playerShip);
			// Add a group for enemy ships
			_enemyShips = new FlxGroup();
			add(_enemyShips);
			// Add a group for player ship bullets
			_bullets = new FlxGroup();
			add(_bullets);
			// Reset the enemy ship spawning timer.
			resetSpawnTimer();
			// Flixel framework creating process.
			super.create();
		}
		/**
		 * Automatically calls update on everything added to the game loop.
		 * Handle custom input and perform collisions.
		 */
		override public function update():void
		{
			// Bullet hit an enemy ship
			FlxU.overlap(_enemyShips, _bullets, overlapAlienBullet);
			// Enemy ship hit player ship
			FlxU.overlap(_enemyShips, _playerShip, overlapAlienShip);
			// Ship dead and Enter key is pressed
			if(FlxG.keys.ENTER && _playerShip.dead)
			{
				// Reset the game state to start.
				FlxG.state = new PlayState();
			}	
			// Space key and ship is active
			if(FlxG.keys.justPressed("SPACE") && _playerShip.dead == false)
			{
				// Fire a bullet
				spawnBullet(_playerShip.getBulletSpawnPosition());
			}
			// Reduce enemy ship spawning timer by seconds that passed since last frame
			_enemyShipSpawnTimer -= FlxG.elapsed;
			// Enemy ship spawning timer is negative
			if(_enemyShipSpawnTimer < 0)
			{
				// Create enemy ship
				spawnEnemyShip();
				// Reset the enemy ship spawning timer.
				resetSpawnTimer();
			}
			// Update default game actions			
			super.update();
		}
		/**
		 * Launch an enemy ship at random location.
		 * */
		private function spawnEnemyShip():void
		{
			// Enemy ship starts on right off screen
			var x: Number = FlxG.width;
			// Enemy ship random y position
			var y: Number = Math.random() * (FlxG.height - 100) + 50;
			_enemyShips.add(new EnemyShip(x, y));
		}
		/**
		 * Fire a bullet.
		 * */
		private function spawnBullet(p:FlxPoint):void
		{
			// Create a bullet.
			var bullet: PlayerShipBullet = new PlayerShipBullet(p.x, p.y);
			// Add bullet to this play state.
			_bullets.add(bullet);
			// Make bullet firing sound
			FlxG.play(SoundBullet);
		}
		/**
		 * Reset the bullet and enemy ship spawning timer
		 * */
		private function resetSpawnTimer():void
		{
			// Reset the count down timer
			_enemyShipSpawnTimer = _enemyShipSpawnInterval;
			// Shorten the countdown timer interval for next pass.
			_enemyShipSpawnInterval *= _enemyShipSpawnIntervalReductionFactor;
			// Below minimum interval
			if(_enemyShipSpawnInterval < _enemyShipSpawnIntervalMin)
			{
				_enemyShipSpawnInterval = _enemyShipSpawnIntervalMin;
			}
		}
		/**
		 * Enemy ship hit by bullet.
		 * */
		private function overlapAlienBullet(enemyShip:EnemyShip, bullet:PlayerShipBullet):void
		{
			// Set the enemy ship as dead. See FlxObject.kill();
			enemyShip.kill();
			// Set the bullet as dead. See FlxObject.kill();
			bullet.kill();
			// Update score for Flixel.
			FlxG.score += 1;
			// Update score costume.
			_scoreText.text = FlxG.score.toString();
			// Explode the enemy ship.
			var emitter:FlxEmitter = createEmitter();
			emitter.at(enemyShip);
			// Play sound for enemy ship exploding.
			FlxG.play(SoundExplosionEnemyShip);
		}
		/**
		 * Play ship and enemy ship collide.
		 * */
		private function overlapAlienShip(enemyShip:EnemyShip, playerShip:PlayerShip):void
		{
			// Set the player ship as dead. See FlxObject.kill();
			playerShip.kill();
			// Set the enemy ship as dead. See FlxObject.kill();
			enemyShip.kill();
			// Shake game.
			FlxG.quake.start(0.02);
			// Explode player ship
			var emitter:FlxEmitter = createEmitter();
			emitter.at(playerShip);
			// Play player ship explosion sound.
			FlxG.play(SoundExplosionShip);
			// Update game text costume.
			_gameOverText = new FlxText(0, FlxG.height / 2, FlxG.width,_lang_GameOverMessage);
			_gameOverText.setFormat(null, 16, 0xFF597137, "center");
			add(_gameOverText);
		}
		/**
		 * Ship explosion particle emitter animation.
		 * */
		private function createEmitter():FlxEmitter
		{
			var emitter:FlxEmitter = new FlxEmitter();
			emitter.delay = 1;
			emitter.gravity = 0;
			emitter.maxRotation = 0;
			emitter.setXSpeed(-500, 500);
			emitter.setYSpeed(-500, 500);
			var particles: int = 10;
			for(var i: int = 0; i < particles; i++)
			{
				var particle:FlxSprite = new FlxSprite();
				particle.createGraphic(2, 2, 0xFF597137);
				particle.exists = false;
				emitter.add(particle);
			}
			emitter.start();
			add(emitter);
			return emitter;
		}
	}
}

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PlayerShip Class
This class adds the graphic for the player ship. When the Flixel framework calls the update method, the player ship is repositioned and kept with boundaries.

When the PlayerState class requires a bullet the getBulletSpawnPosition() on line 104 provides the starting position based on the graphic design for the gun barrel.

package
{
	import org.flixel.FlxG;
	import org.flixel.FlxPoint;
	import org.flixel.FlxSprite;
	
	/**
	 * Defines the player's ship.
	 * */
	public class PlayerShip extends FlxSprite
	{
		/**
		 * Starting game horizontal position.
		 * */
		private const SHIP_START_X:Number = 50;		
		/**
		 * Starting game vertical position.
		 * */
		private const SHIP_START_Y:Number = 50;		
		/**
		 * Ship movement velocity.
		 * */
		private const SHIP_MOVEMENT_VELOCITY:Number = 250;		
		/**
		 * Padding for movement of ships.
		 * */
		private const SHIP_MOVEMENT_PADDING:Number = 16;		
		/**
		 * Graphic for player ship.
		 * */
		[Embed(source="assets/ship_published.png")]
		private var ImgShip:Class;
		
		/**
		 * Player ship.
		 * */
		public function PlayerShip():void
		{
			super(SHIP_START_X, SHIP_START_Y, ImgShip);
		}
		/**
		 * Update ship.
		 * */
		override public function update():void
		{
			// Set horizontal velocity to stopped position.
			velocity.x = 0;
			// Set vertical velocity to stopped position.
			velocity.y = 0;
			
			// Left key.
			if(FlxG.keys.LEFT)
			{
				// Set horizontal velocity to left.
				velocity.x = -SHIP_MOVEMENT_VELOCITY;
			}
			// Right key.
			else if(FlxG.keys.RIGHT)
			{
				// Set horizontal velocity to right.
				velocity.x = SHIP_MOVEMENT_VELOCITY;
			}
			// Up key.
			if(FlxG.keys.UP)
			{
				// Set vertical velocity to up.
				velocity.y = -SHIP_MOVEMENT_VELOCITY;
			}
			// Down key.
			else if(FlxG.keys.DOWN)
			{
				// Set vertical velocity to down.
				velocity.y = SHIP_MOVEMENT_VELOCITY;
			}
			// Postion is near right side of screen.
			if(x > FlxG.width - width - SHIP_MOVEMENT_PADDING)
			{
				// Hold the position.
				x = FlxG.width - width - SHIP_MOVEMENT_PADDING;
			}
			// Postion is near left side of screen.
			else if(x < SHIP_MOVEMENT_PADDING)
			{
				// Hold the position.
				x = SHIP_MOVEMENT_PADDING;
			}
			// Postion is near bottom of screen.
			if(y > FlxG.height - height - SHIP_MOVEMENT_PADDING)
			{
				// Hold the position.
				y = FlxG.height - height - SHIP_MOVEMENT_PADDING;
			}
			// Postion is near top of screen.
			else if(y < SHIP_MOVEMENT_PADDING)
			{
				// Hold the position.
				y = SHIP_MOVEMENT_PADDING;
			}			
			super.update();
		}
		/**
		 * Position bullet starting position at tip of gun barrel. 
		 * */
		public function getBulletSpawnPosition():FlxPoint
		{
			// See ImgShip asset for placement offset metrics to end of gun barrel.
			var p: FlxPoint = new FlxPoint(x + 108, y + 27);
			return p;
		}
	}
}

EnemyShip Class
This class adds the graphic for the enemy ship and the initial game position when created. The PlayState spawnEnemyShip method computes the vertical starting position using some random computations and the horizontal position always off the right side of the game screen..

It mainly provides the velocity for the enemy ships which include a left only horizontal direction and a sine wave for vertical direction.

package
{
	import org.flixel.FlxSprite;
	/**
	 * Defines enemy ship.
	 * */
	public class EnemyShip extends FlxSprite
	{
		/**
		 * Horizontal velocity for enemy ship.
		 * */
		private const ENEMY_SHIP_HORIZONTAL_VELOCITY:Number = 200;
		/**
		 * Vertical velocity for enemy ship.
		 * */
		private const ENEMY_SHIP_VERTICAL_VELOCITY:Number = 50;
		/**
		 * Graphic for enemy ship.
		 * */
		[Embed(source="assets/enemy_ship_published.png")]
		private var ImgEnemy:Class;
		/**
		 * Enemy ship constructor.
		 * */
		public function EnemyShip(x: Number, y: Number):void
		{
			super(x, y, ImgEnemy);
			// Enemy ship moves left.
			velocity.x = -ENEMY_SHIP_HORIZONTAL_VELOCITY;
		}
		/**
		 * Update the enemy ship.
		 * */
		override public function update():void
		{
			// Sine wave for vertical velocity.
			velocity.y = Math.cos(x / ENEMY_SHIP_VERTICAL_VELOCITY) * ENEMY_SHIP_VERTICAL_VELOCITY;
			super.update();
		}

	}
}

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PlayerShipBullet Class
Defines the player ship bullet using the FlxSprite createGraphic method which simply creates a rectangular image.

The player bullet x velocity is set to right. This matches the player ship always pointing right.

It could be interesting providing an alternative sine based vertical velocity.

package
{
	import org.flixel.FlxSprite;
	
	public class PlayerShipBullet extends FlxSprite
	{
		/**
		 * Player ship bullet.
		 * */
		public function PlayerShipBullet(x: Number, y: Number):void
		{
			super(x, y);
			// Use simple flat colored square image for bullet.
			createGraphic(16, 3, 0xFF597137);
			velocity.x = 1000;
		}
	}
}

Preloader Class
This is supposed to show a nice 8-bit style preloader bar according to Andreas Zecher. I noticed a comment on histutorial that it did not work. I ran this in the Flash CS4 bandwidth profiler and could not show the preloader. All the content is in the first frame, and for that matter in Main, for CS4 and thus all needs loading before any code would run to show a preloader.

I kept the coding in and the Preloader class simply needs to know what class it is to measure for the preloading animation to run.

package
{
	import org.flixel.FlxPreloader;
	
	/**
	 * Flixel preloader.
	 * */
	public class Preloader extends FlxPreloader
	{
		/**
		 * Set Flixel preloader class name.
		 * */
		override public function Preloader()
		{
			className = "Main";
			super();
		}
	}
}

Default.css
This is blank and appears to be needed to remove the “Default css file not found” warning message in Flex Builder 4. You can see the solution for this in APPENDIX C: That Annoying Default.css Warning of an article on setting up a Flixel Actionscript project in Flex Builder.

Basically you need a blank Default.css file and add the switch -defaults-css-url Default.css to the project Actionscript Compiler Additional compiler arguments found in the project properties.

Categories
Articles

Box2D 2.1 Flash Hello World Falling Boxes

I decided it was time to try out Box2DFlash, a free 2D physics engine for Flash that works in both Flash and Flex Builder 4.

I found most examples were for version 2.02 and earlier and there is now a version 2.1a (alpha) which it appears everyone is treating as a release. I downloaded the 2.1a version and immediately was struggling to find good starting examples since the developer documentation is not ready for 2.1a save scant update notes.

I started out with a video tutorial from Todd Kerpelman who did a great job for anyone starting cold turkey. His examples are for Box2D version 2.0 and he has a note that he will update for 2.1. I also converted his Puggle version of Peggle Nights.

Todd may hold out revising videos as I read forum rumors that more major code revisions are possible with Box2D and judging from this update, there is no tolerance for maintaining backwards compatibility other than use the older version. Todd’s videos are longish and would be served better if he added code to copy for each video. However his explanations of Bxo2d in the videos are extremely helpful.

I found by taking Todd’s work and a Box2d 2.1a example by Allan Bishop, I was able to revise Todd’s example in 2.1a. Allan’s example is more basic than is Todd’s example. I also would like to point out Allan has several more 2.1a version examples that are intriguing that I intend to explore.

You can build this with the free Flex SDK by using the code in the src folder and be sure to include a path to the Box2DFlash 2.1a library. For Flash CS3 and later versions, you need to create a Flash Document in the src folder and set the document class to HelloWorldFallingBoxes01 and then add a library path to the Box2DFlash 2.1a code or SWC if you created one. For your convenience the Flash CS4 example download is included.

You can download Box2dFlash to work with the source, get the API documentation and more examples. I included a SWC library for version 2.1a in the example downloads so you will know they work despite what happens at Box2dFlash.org.

This article shows the code for the Flex project.

Application Class – HelloWorldFallingBoxes01
All the code is contained in this class except for the Box2d library. The applicationCompleteHandler creates the Box2D world. The world contains a floor and left and right walls. It also will contain a bunch of falling rectangles that I am calling falling boxes. It sets a debug feature so we can visualize the physic data computed and starts an ENTER_FRAME event to make updates.

All the measurements are in meters so there is ratio PIXELS_TO_METERS constant on line 60 to handle that conversion when you want to think in pixels.

The Box2D world works with “center” registration points and so the measurements for the container, in this case the Flash movie, are provided as constants on line 44 and 48 to create the offsets.

The MAX_WORLD_BODIES constant on line 68 is used as an upper limit in adding the falling boxes. The walls, floor and falling boxes are referred to as bodies in Box2D. The MAX_WORLD_BODIES constant along with the NEXT_BOX_IN_INTERVAL constant on line 56 will control the addition of falling boxes.

<?xml version="1.0" encoding="utf-8"?>
<!--
/**
* Demonstration of Box2D 2.01a dropping boxes into container.
* */
--><s:Application 
   		xmlns:fx="http://ns.adobe.com/mxml/2009" 
		xmlns:s="library://ns.adobe.com/flex/spark" 
		xmlns:mx="library://ns.adobe.com/flex/mx" 
		applicationComplete="applicationCompleteHandler(event)"
		width = "550"
		height = "400"
		>
	<fx:Declarations>
		<!-- Place non-visual elements (e.g., services, value objects) here -->
	</fx:Declarations>
	<fx:Script>
		<![CDATA[
			import Box2D.Collision.Shapes.b2PolygonShape;
			import Box2D.Collision.b2AABB;
			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 mx.events.FlexEvent;
			/**
			 * Properties for background
			 * @see background_bc
			 */
			private static const backgroundColor:Number = 0x333333;
			/**
			 * The Box2D world
			 */
			private var _world:b2World;
			/**
			 * Frames per second. 
			 */
			private const FPS:uint = 30;
			/**
			 * Movie width 
			 */
			private const SWF_WIDTH:int = 550;
			/**
			 * Movie height
			 */
			private const SWF_HEIGHT:int = 400;
			/**
			 * Wall thickness
			 */
			private const WALL_THICKNESS:int = 5;
			/**
			 * Interval, in frames, between adding boxes to fall.
			 */
			private const NEXT_BOX_IN_INTERVAL:int = 5;
			/**
			 * Ratio of pixels to meters. 30 is a defacto standard.
			 */
			private static const PIXELS_TO_METER:Number = 40;
			/**
			 * Number of frames until next box is added.
			 * */
			private var _nextBoxIn:int = 0;
			/**
			 * Maximum bodies including boxes, floor and walls.
			 * */
			private const MAX_WORLD_BODIES:int = 80;
			/**
			 * Handler for applicationComplete event. Setup world and begin animation.
			 * */
			protected function applicationCompleteHandler(event:FlexEvent):void
			{
				trace("applicationCompleteHandler(...)");
				// Setup the world
				setupWorld();
				// Create walls and floor
				createWallsAndFloor();
				// Visualize with debugDraw
				setupDebugDraw();
				// Listen to ENTER_FRAME event.
				addEventListener(Event.ENTER_FRAME, enterFrameHandler);
			}

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This section updates the world. The world updates with the Step method shown on line 89.

There is also logic on line 111 – 118 to add falling boxes at the top of the animation using randomized sizes and positions we will see in the addBox() method later. Here the coding is simply trying to time the frame intervals when a new falling box is added and to deal with some of the new requirements in Box2D 2.1a for updating the world.

			/**
			 * Handler for ENTER_FRAME event.
			 * */
			private function enterFrameHandler(e:Event):void
			{
				updateWorld();
			}
			/**
			 * Update world. Add additional boxes.
			 * */
			private function updateWorld():void
			{
				//trace("Main.updateWorld(...)");
				// Box2D manual recommends 1/60 seconds 
				// set it to the SWF framerate
				var timeStep:Number = 1 / FPS;
				// velocityIterations and positionIteration with 10 being the 
				// suggested count for each. 
				// Fewer iterations boosts performances 
				// but comes at the cost of accuracy.
				var velocityIterations:int = 6;
				var positionIterations:int = 2;
				// Update the world
				_world.Step(timeStep, velocityIterations, positionIterations);
				// As of version 2.1 we must clear the forces.
				_world.ClearForces();
				// Reduce frame delay for adding box
				_nextBoxIn--;
				// Time to add another box
				if ( _nextBoxIn <= 0 && _world.GetBodyCount() < MAX_WORLD_BODIES)
				{
					addBox();
					// Reset the box frame delay
					_nextBoxIn = NEXT_BOX_IN_INTERVAL;
				}
				// Draw the debug data.
				_world.DrawDebugData();
			}

This function creates the world. The 2.1a b2Word constructor no longer requires a universe size. The constructor arguments are now down to two.

			/**
			 * Setup the world.
			 * */
			private function setupWorld():void
			{
				trace("Main.setupWorld()");
				// Define gravity. Y = 9.8 meters per second.
				var gravity:b2Vec2 = new b2Vec2( 0, 9.8);
				// Ignore sleeping babies
				var ignoreSleeping:Boolean = true;
				_world = new b2World( gravity, ignoreSleeping );
			}

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In the createFloor() method, the groundBody b2Body is created and represent the floor. Version 2.1a uses b2FixtureDef. You create fixture definition for material properties. You provide the shape to the fixture, and call b2Body.CreateFixture.

			/**
			 * Create the walls and floor.
			 * */
			private function createWallsAndFloor():void
			{
				trace("Main.createWallsAndFloor()");
				createFloor();
				createWalls();
			}
			/**
			 * Create the floor.
			 * */
			private function createFloor():void
			{
				trace("Main.createFloor()");
				// Define the ground body.
				var groundBodyDef:b2BodyDef= new b2BodyDef();
				// Set position
				groundBodyDef.position.Set(	(SWF_WIDTH / 2) / PIXELS_TO_METER, 
					(SWF_HEIGHT - WALL_THICKNESS) / PIXELS_TO_METER );
				// Factory design pattern to create the body.
				var groundBody:b2Body = _world.CreateBody(groundBodyDef);
				// Create our shape.
				var groundBox:b2PolygonShape = new b2PolygonShape();
				// Set the box dimensions. 
				// Width 1/2 of MovieClip less offset for left and right wall thicknesses 
				// Height = wall thickness.
				groundBox.SetAsBox( 
					( (SWF_WIDTH ) / 2) / PIXELS_TO_METER - ( WALL_THICKNESS * 2) / PIXELS_TO_METER, 
					WALL_THICKNESS / PIXELS_TO_METER);
				// Create a fixture definition for body
				var groundFixtureDef:b2FixtureDef = new b2FixtureDef();
				// Set shape
				groundFixtureDef.shape = groundBox;
				// Set density
				groundFixtureDef.density = 1;
				// Set friction 100%
				groundFixtureDef.friction = 1;
				// Create fixture
				groundBody.CreateFixture(groundFixtureDef);
			}

Creating the walls mirrors the code for creating the floor. The b2BodyDef is reused for both wall b2Body bodies because the word CreateBody method copies and does not provide a pointer to a b2BodyDef. There are computations for position and box sizes stand next to the floor.

			/**
			 * Create the walls.
			 * */
			private function createWalls():void
			{
				trace("Main.createWalls() - left wall");
				// Define the wall body.
				var wallBodyDef:b2BodyDef= new b2BodyDef();
				
				wallBodyDef.position.Set( WALL_THICKNESS / PIXELS_TO_METER, ( SWF_WIDTH - WALL_THICKNESS ) / PIXELS_TO_METER );
				// Factory design pattern to create the body.
				var leftWallBody:b2Body = _world.CreateBody(wallBodyDef);
				// Create shape.
				var leftWallBox:b2PolygonShape = new b2PolygonShape();
				// Set as a box.
				leftWallBox.SetAsBox(WALL_THICKNESS / PIXELS_TO_METER, ( SWF_WIDTH - WALL_THICKNESS )  / PIXELS_TO_METER);
				// Create a fixture definition for left and right wall bodies
				var wallFixtureDef:b2FixtureDef = new b2FixtureDef();
				// Set shape 
				wallFixtureDef.shape = leftWallBox;
				// Set density
				wallFixtureDef.density = 0;
				// Set friction 50%
				wallFixtureDef.friction = 0.5;
				// Set restitution to 30%
				wallFixtureDef.restitution = 0.3;
				// Create fixture
				leftWallBody.CreateFixture(wallFixtureDef);
				trace("Main.createWalls() - right wall");
				wallBodyDef.position.Set(
					545 / PIXELS_TO_METER, 
					( SWF_WIDTH - WALL_THICKNESS ) / PIXELS_TO_METER );
				// Factory design pattern to create the body.
				var rightWallBody:b2Body = _world.CreateBody(wallBodyDef);
				// Create our shape.
				var rightWallBox:b2PolygonShape = new b2PolygonShape();
				// Redefine shape
				wallFixtureDef.shape = rightWallBox;
				// Set as a box.
				rightWallBox.SetAsBox(
					WALL_THICKNESS / PIXELS_TO_METER, 
					( SWF_WIDTH - WALL_THICKNESS ) / PIXELS_TO_METER);
				// Create fixture
				rightWallBody.CreateFixture(wallFixtureDef);
			}

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The addBox method creates a new falling box. It follows the same code steps as the floor. Differences include that the boxBodyDef type is dynamic to allow for movement, the use of SetAsOrientedBox on line 238 instead of SetAsBox used for floor and walls. The SetAsOrientedBox allows for rotation. To get to the angle argument you need to provide a b2Vec2 center point.

Randomizing the box sizes and starting positions is included for some variety.

			/**
			 * Add a falling box.
			 * */
			private function addBox():void
			{
				trace("Main.addBox()");
				var boxBodyDef:b2BodyDef= new b2BodyDef();
				boxBodyDef.position.Set( 
					randomInt(15, 530) / PIXELS_TO_METER, 
					randomInt(-100, -50) / PIXELS_TO_METER );
				// Crates move.
				boxBodyDef.type = b2Body.b2_dynamicBody;
				// Here we can see the factory design pattern being used to create the body.
				var boxBody:b2Body = _world.CreateBody(boxBodyDef);
				// Create our shape.
				var boxShape:b2PolygonShape = new b2PolygonShape();
				// Randomize the crate size and convert to meters.
				var hx:Number = randomInt(5, 40) / PIXELS_TO_METER;
				var hy:Number = randomInt(5, 40) / PIXELS_TO_METER;
				// Set as an oriented box
				boxShape.SetAsOrientedBox(
					hx, 
					hy,
					new b2Vec2(hx / 2, hy / 2), 		     // Center
					(Math.random() * 360) * (Math.PI / 180)	// Rotation random degrees converted to radians
				);	
				
				// Create a fixture definition for crate
				var boxFixtureDef:b2FixtureDef = new b2FixtureDef();
				// Set shape
				boxFixtureDef.shape = boxShape;
				// Set density
				boxFixtureDef.density = 0.7;
				// Set friction 80%
				boxFixtureDef.friction = 0.8;
				// Set restitution to 30%
				boxFixtureDef.restitution = 0.3;
				// Create fixture
				boxBody.CreateFixture(boxFixtureDef);
			}

Here we have some utilities. First is the b2DebugDraw to make the physics data visual and a method to compute a random number from a range.

The b2DebugDraw is added to the SpriteVisualElement box2DContainer on line 265.

			/**
			 * Setup the b2DebugDraw
			 * */
			private function setupDebugDraw():void
			{
				trace("Main.setupDebugDraw()");
				var spriteToDrawOn:Sprite = new Sprite();
				box2DContainer.addChild(spriteToDrawOn);
				var debugDraw:b2DebugDraw = new b2DebugDraw();
				debugDraw.SetSprite(spriteToDrawOn);
				debugDraw.SetDrawScale(PIXELS_TO_METER);
				debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
				debugDraw.SetLineThickness(2.0);
				debugDraw.SetFillAlpha(0.6);
				_world.SetDebugDraw(debugDraw);
			}
			/**
			 * Return a random int from a range.
			 * @param lowVal  Start of the range.
			 * @param highVal  End of the range.
			 * @return Random int from lowVal to highVal
			 * */
			private function randomInt(lowVal:int, highVal:int):int
			{
				if ( lowVal <= highVal)
				{
					return (lowVal + Math.floor(Math.random() * ( highVal - lowVal + 1)));
				}
				else
				{
					throw (new Error("Main.randomInt(...) lowVal exceeds highVal"));
				}
			}

		]]>
	</fx:Script>

These are the Flex visual components. Simply a background using the BorderContainer and a the Flex 4 SpriteVisualElement to contain the b2DebugDraw.

	   <!--
	   Background for app 
	   --> 
	   <s:BorderContainer id = "background_bc"
						  width="{width}" height = "{height}"
						  
						  backgroundColor="{backgroundColor}">
		   
		   <!--
		   Container for the Box2D world
		   -->
		   <s:SpriteVisualElement id = "box2DContainer" />
	   </s:BorderContainer> 
</s:Application>
Categories
Articles

Away3D Hello World Rotating Sphere in Flex 4 and Flash

I was looking around for an updated “Hello World” Away3D example and found many examples out of date, unnecessarily complex or not proofed for orphan code.

The unnecessarily complex examples attempted explaining more than was necessary and neglected clarifying the code.

Many examples used the “open ended object” parameters for methods and constructors. These types of parameters are the root cause for code failing both for the developers of the api and the users. A class property changes and someone forgets that the constructor has a loose compile time parameter. Thus we users are left scratching heads. Magic is cool but should be restricted to side shows. I recommend sticking with setting individual properties and avoiding these types of parameters unless there is a class to define an object to pass so the compiler can reduce the mishaps.

Learn More About Away3D from Away3D Team Members

I am using the Away3D version 3.5 code. I included that code in these examples since open source code tends to be subject to change and volatile. Many of the Away3D examples I have seen are broken with this version and the author failed to clarify the exact version they were using or take them down.

You can build this with the free Flex SDK by using the code in the src folder and be sure to include a path to the Away3D library. For Flash CS3 and later versions, you need to create a Flash Document in the src folder and set the document class to Away3D_HelloWorld_Rotating_Sphere_AS3 and then add a library path to the Away3d code or SWC if you created one. For your convenience the Flash CS4 example download is included.

This article shows the code for the Flex project.

Application Class – Away3D_HelloWorld_Rotating_Sphere_Flex
All the code is contained in this class except for the Away3D library. The applicationCompleteHandler creates the Away3D objects and event registration. This uses the Sphere primitive included in Away3D. Only the wire frame is shown so that you can see the x, y and z axes to help get a perspective. The sphere object is dead center in its container for all three axes. You are viewing the sphere from a negative position on the z axis.

<?xml version="1.0" encoding="utf-8"?>
<!--
/**
* Away3D 3.5.0 basic example showing centering a wireframe sphere in a View3D all centered on stage.
* */
-->
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" 
			   xmlns:s="library://ns.adobe.com/flex/spark" 
			   xmlns:mx="library://ns.adobe.com/flex/mx" 
			   applicationComplete="applicationCompleteHandler(event)"
			   width="500" height="500">
	<fx:Declarations>
		<!-- Place non-visual elements (e.g., services, value objects) here -->
	</fx:Declarations>
	<fx:Script>
		<![CDATA[
			import away3d.containers.View3D;
			import away3d.materials.WireColorMaterial;
			import away3d.primitives.Sphere;
			import away3d.primitives.Trident;
			
			import mx.events.FlexEvent;
			
			// Properties for background
			private static const backgroundColor:Number = 0xcccccc;
			private static const backgroundBorderColor:Number = 0x666666;
			private static const backgroundBorderWeight:Number = 2;

			private var view:View3D;						// View to contain the Sphere
			private var sphere:Sphere;					// Sphere to animate and position.
			private var speed:Number = .1;				// Speed for sphere rotationY property

			protected function applicationCompleteHandler(event:FlexEvent):void
			{
				var wireColorMaterial:WireColorMaterial;	// Optional colors for Sphere.
								
				// Create a View3D and center on stage
				view = new View3D();
				view.x = stage.stageWidth / 2;
				view.y = stage.stageHeight / 2;
				// Add viewport to the container
				away3DContainer.addChild(view);
				
				// Create a Sphere. Default position is 0,0,0;
				sphere = new Sphere();
				sphere.radius = 250;
				sphere.segmentsW = 12; 
				sphere.segmentsH = 9;
				
				// Create a color for the sphere wire model. Optional.
				wireColorMaterial = new WireColorMaterial();
				wireColorMaterial.alpha = 0;	// Default wireColorMaterial.color is transparent.;
				wireColorMaterial.wireColor = 0x0000ff;
				sphere.material = wireColorMaterial;
				
				// Add the sphere to the scene
				view.scene.addChild(sphere);
				
				// Add x, y and z axes for position perspective.
				var axis:Trident = new Trident(250, false);
				view.scene.addChild(axis);
				
				// Register listener for the ENTER_FRAME event.
				addEventListener(Event.ENTER_FRAME, enterFrameEventHandler);
			}

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This code is simply the ENTER_FRAME event handler and the function for updating the view and the state of the 3D objects to create the animation. The sphere rotationY property is animated.

			/**
			 * ENTER_FRAME event handler. 
			 * */
			public function enterFrameEventHandler(e:Event):void
			{
				updateView();
			}
			/**
			 * Computes the animation changes and updates view.
			 * */
			public function updateView():void
			{
				// Rotate sphere around the Y-axis. 
				sphere.rotationY += speed;
				// Render the view.
				view.render();
			} 

		]]>
	</fx:Script>

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This Flex version is a spark implementation. The SpriteVisualElement is used as the container. Older versions of Flex will require creating a UIComponent.

A background is included to help see the impact of changing positioning properties of the View3d and the Sphere should you want to play.

	<!--
	Background for app 
	--> 
	<s:BorderContainer id = "background_bc"
					   width="{width}" height = "{height}"
					   borderWeight="{backgroundBorderWeight}"
					   borderColor="{backgroundBorderColor}"
					   backgroundColor="{backgroundColor}">
		
		<!--
			Container for the Away3D Sprite objects
		-->
		<s:SpriteVisualElement id = "away3DContainer" />
	</s:BorderContainer> 
</s:Application>

References
Away3d.com/

Categories
Articles

Flex Asteriods Game Ship Animation

By Lon (Alonzo) Hosford

This example is based on Keith Peters ground breaking book on animation for ActionScript 3, Foundation Actionscript 3.0 Animation: Making Things Move.

Keith lays out the basic fundamentals of motion. A great start point example to understand velocity, friction, acceleration and direction is the Asteroids game style ship moving through space. I also reproduced a similar example using HTML5 canvas you can view here: HTML5 Canvas Based Animation Asteriods Space Ship Movement

Keith Peters AS3 Animation
Learn More

Many similar examples just assume you are going to use the keyboard to control the ship. This example decouples the ship acceleration and movement from keyboard. However we then double back and use the keyboard to control the ship. You will see in the MXML Application code, the keyboard events call methods on the ArrowShip class. However you could provide buttons for mouse clicks or even go crazy with a multi-touch application.

The example is created in Flex Builder Running Eclipse but can be adapted to AIR or Flash. Download the example code. You can also use Flash CS3 and CS4. You need create a Flash document in the src directory and set AsteriodsShipMovement as you document class. You also need to include the Flex 3 library, the Flex.swc file, into your Actionscript 3 settings. Tareq AlJaber article shows how that is done on page two of his article Embedding metadata with Flash. For your convenience you can download a Flash CS4 file that is set up, but still you may need to check the Actionscript 3 settings if the movie will not play because you might have a non-standard installation. Download the Flash CS4 example.

You can use any graphic for the ship. More on how to do that is noted on the comments for ArrowShip class code.

I added lots of comments in the code. The following is an overview of each code piece.

The AsteroidsShipMovement class is the main class to start the example. Line 17 is where you set the size and speed of your Flash movie.

The background is a simple shape. You can embellish to your preference. See line 34.

The ship needs a mask to define when it leaves view. That can be any size but generally is the same size as the stage or smaller. Thus your flying area can be smaller. The mask must be a rectangle. See line 38.

AsteroidsShipMovement.as

package
{
.
.
.
	import com.alh.ui.ships.ArrowShip;
	import com.alh.ui.ships.Ship;
	import flash.display.MovieClip;
	import flash.display.Shape;
	import flash.display.Sprite;
	import flash.display.StageScaleMode;
	import flash.events.KeyboardEvent;
	import flash.geom.Rectangle;
	import flash.ui.Keyboard;

	// SET GAME SIZE AND SPEED HERE
	[SWF(width=600, height = 600, frameRate = "30")]

	public class AsteriodsShipMovement extends Sprite
	{
		// Basic game background - set your preference here
		public static const backgroundColor:Number = 0x0000ff;
		public static const backgroundBorderColor:Number = 0x666666;
		public static const backgroundBorderWidth:Number = 2;

		// Create the ship
		private var arrowShip:ArrowShip;
		public function AsteriodsShipMovement()
		{
			// Set stage options
			initStage();

			// Create a background
			var backgroundRect:Shape = getRectShape(backgroundColor, backgroundBorderColor, backgroundBorderWidth, stage.stageWidth, stage.stageHeight)
			addChild(backgroundRect);

			// Create the boundaries for the arrowShip, create the arrowShip.
			var shipMaskRect:Shape = getRectShape(0x000000, 0x000000, backgroundBorderWidth, stage.stageWidth, stage.stageHeight)
			arrowShip = new ArrowShip(shipMaskRect);
			addChild(arrowShip);
			arrowShip.x = shipMaskRect.width / 2;
			arrowShip.y = shipMaskRect.height / 2;

			// Use keyboard events to control the ship
			stage.addEventListener( KeyboardEvent.KEY_DOWN, keyPressed);
			stage.addEventListener( KeyboardEvent.KEY_UP, keyReleased);
		}
		/**
		 * Set any stage options per your needs
		 * */
		private function initStage():void
		{
			stage.scaleMode = StageScaleMode.NO_SCALE;
		}
		/**
		 * Handler for KeyboardEvent.KEY_DOWN
		 * */
		private function keyPressed(evt:KeyboardEvent):void
		{
			// Either accelerate or turn the ship
			switch (evt.keyCode)
			{
				case Keyboard.UP:
					arrowShip.accelerate(Ship.START);
					break;
				case Keyboard.LEFT:
					arrowShip.turn(Ship.LEFT, Ship.START);
					break;
				case Keyboard.RIGHT:
					arrowShip.turn(Ship.RIGHT, Ship.START);
					break;
			}
		}

		/**
		 * Handler for KeyboardEvent.KEY_UP
		 * */

		private function keyReleased(evt:KeyboardEvent):void
		{
			// Either stop accelerating or stop turning the ship
			switch (evt.keyCode)
			{
				case Keyboard.UP:
					arrowShip.accelerate(Ship.STOP);
					break;
				case Keyboard.LEFT:
					arrowShip.turn(Ship.LEFT, Ship.STOP);
					break;
				case Keyboard.RIGHT:
					arrowShip.turn(Ship.RIGHT, Ship.STOP);
					break;
			}
		}
		/**
		 * Utility to draw a rectangle Shape object
		 * */
		private function getRectShape(bgColor:uint, borderColor:uint, borderSize:uint, width:uint, height:uint):Shape
		{
			var newShape:Shape = new Shape();
			newShape.graphics.beginFill(bgColor);
			newShape.graphics.lineStyle(borderSize, borderColor);
			newShape.graphics.drawRect(0, 0, width, height);
			newShape.graphics.endFill();
			return newShape;
		}

	}
}

The ArrowShip class is a subclass of the Ship class. The Ship class does all the common functions for ship objects. The ArrowShip class is basically the skin. You subclass the Ship class and add your ship image on line 11.

ArrowShip.as

.
.
.
package com.alh.ui.ships
{
	import flash.display.DisplayObject;

	public class ArrowShip extends Ship
	{

		[Embed(source="/assets/ArrowShip.png")]
		private var ShipImg:Class;
		private var a:int;
		/**
		 * Constructor
		 * param maskRect represents the container boundaries for the ship and its mask
		 * */
		public function ArrowShip(maskRect:DisplayObject) : void
		{
			super(maskRect);
			super.addShipImage(new ShipImg(),270);

		}
	}
}

The Ship class implements the animation direction, velocity, friction, and acceleration principles set out in Keith Peters’ book, Foundation Actionscript 3.0 Animation: Making Things Move!.
Instead of including Keyboard movement in the class as many animators do, the accelerate and turn methods were included. The UI or any code can call these methods to control the ship. On a more advanced level you could create an interface to further specify these methods in all types of objects that move forward and turn.

Ship.as

.
.
.
package com.alh.ui.ships
{

	import flash.display.DisplayObject;
	import flash.display.MovieClip;
	import flash.display.Sprite;
	import flash.events.Event;

	/**
	 * Generic class for a space ship moving through space
	 * This class is intended to be abstract
	 * */
	public class Ship extends MovieClip
	{

		private var _shipDirectionOffset:Number = 0; 	// Offset front of ship in artwork in degrees.
														// Artwork may have the ship facing in different
														// directions and this makes the adjustment
														// 0 = artwork ship faces right. 270 faces up.
		private var _speed:Number = 0.3;				// Acceleration increment
		private var _rotateSpeed:Number = 3;			// Turning speed in degrees
		private var _vx:Number = 0;						// Velocity for x (direction and speed)
		private var _vy:Number = 0;						// Velocity for y(direction and speed)
		private var _friction:Number = 0.95;			// Percent reduction in _vx and _vy
		private var _accelerate:Boolean = false;		// True if increasing _vx and _vy, false if not
		private var _turnLeft:Boolean = false;			// Right turn direction request
		private var _turnRight:Boolean = false;			// Object has right turn direction request

		public static const START:int = 0;				// Start moving or turning
		public static const STOP:int = 1;				// Stop moving or turning
		public static const LEFT:int = 0;				// Turn left
		public static const RIGHT:int = 1;				// Turn right

		/**
		 * Constructor
		 * param maskRect represents the container boundaries for the ship and its mask
		 * */
		public function Ship(maskRect:DisplayObject) : void
		{
			mask = maskRect;
			// Register handler for Event.ENTER_FRAME
			addEventListener(Event.ENTER_FRAME, enterFrameEventHandler, false, 0, true);
		}
		/**
		 * Add the ship image and its directional offset
		 * param imgClass is the artwork
		 * param shipDirectionOffset see _shipDirectionOffset for notes
		 * */
		internal function addShipImage(imgClass:DisplayObject, shipDirectionOffset:Number):void
		{
			_shipDirectionOffset = shipDirectionOffset;
			// Add in ship image
			var shipSprite:Sprite = new Sprite();
			shipSprite.addChild(imgClass);

			// Add ship sprite and center
			addChild(shipSprite);
			shipSprite.x = shipSprite.width / 2* -1;
			shipSprite.y = shipSprite.height / 2 * -1;

		}
		/**
		 * Accelerates ship or stops acceleration
		 * param startStopState valid values START and STOP
		 * */
		public function accelerate(startStopState:int):void
		{
			// Set the accelerating state
			_accelerate = startStopState == START;
		}
		/**
		 * Turn ship
		 * param turnDirection valid values LEFT and RIGHT
		 * param startStopState valid values START and STOP
		 * */
		public function turn(turnDirection:int, startStopState:int):void
		{
			// Set the left turn state
			if (turnDirection == LEFT)
			{
				_turnLeft = startStopState == START;
			}
			// Set the right turn state
			if (turnDirection == RIGHT)
			{
				_turnRight = startStopState == START;
			}
		}
		/**
		 * Event.ENTER_FRAME event handler
		 * */
		protected function enterFrameEventHandler(e:Event) : void
		{
			// Acceleration is on
			if (_accelerate )
			{
				// Conversion of rotation degrees (rotation + _shipDirectionOffset) and speed to velocity
				_vy += Math.sin(degreesToRadians(rotation + _shipDirectionOffset)) * _speed;
				_vx += Math.cos(degreesToRadians(rotation + _shipDirectionOffset)) * _speed;
			}
			// Acceleration is off
			else
			{
				// reduce velocity by friction
				_vy *= _friction;
				_vx *= _friction;
			}

			// Change direction right
			if (_turnRight)
			{
				rotation += _rotateSpeed;
			}
			// Change direction left
			else if (_turnLeft)
			{
				rotation += -_rotateSpeed;
			}

			// Move position by velocity
			y += _vy;
			x += _vx;

			// Exiting right side of mask
			if (x - width / 2 > mask.width)
			{
				x = 0;
			}
			// Exiting left side of mask
			else if (x + width / 2 < 0)
			{
				x = mask.width;
			}

			// Exiting top of mask
			if (y - height / 2 > mask.height)
			{
				y = 0;
			}
			// Exiting bottom of mask
			else if (y + height / 2 < 0)
			{
				y = mask.height;
			}
		}
		/**
		 * Change the default friction value
		 * */
		protected function set friction(friction:Number):void
		{
			_friction = friction;
		}
		/**
		 * Change the default speed value
		 * */
		protected function set speed(speed:Number):void
		{
			_speed = speed;
		}
		/**
		 * Change the default rotateSpeed value
		 * */
		protected function set rotateSpeed(rotateSpeed:Number):void
		{
			_rotateSpeed = rotateSpeed;
		}
		/**
		 * Utility to convert Actionscript degrees (0-360) to Trig radians (57.2958 degrees).
		 * */
		private function degreesToRadians(degrees:Number) : Number
		{
			return degrees * Math.PI / 180;
		}

	}

}