http://wormsmania.blogspot.com/
http://www.gsarchives.net/index2.php?category=all&system=computer&game=worms_armageddon&type=sprites&level0=animated
![]()
http://www.yoda.arachsys.com/worms/wa/anims/gfx/

game developing, piccoli pezzi di codice
http://wormsmania.blogspot.com/
http://www.gsarchives.net/index2.php?category=all&system=computer&game=worms_armageddon&type=sprites&level0=animated
![]()
http://www.yoda.arachsys.com/worms/wa/anims/gfx/

qualche esempio di multiplayer in flash
http://code.google.com/p/red5-cars/
http://script3.blogspot.com/2009/07/simple-multiplayer-using-red-5-server.html
float forceAmount = 1000; // Tweak as necessary
bulletBody->ApplyLinearImpulse(b2Vec2(forceVect.x * forceAmount, forceVect.y * forceAmount), bulletBody->GetWorldCenter());
//———
int power = 100; |
11 |
12 |
b2BodyDef ballBodyDef; |
13 |
ballBodyDef.type = b2_dynamicBody; |
14 |
ballBodyDef.position.Set(ball.position.x/PTM_RATIO, ball.position.y/PTM_RATIO); |
15 |
ballBodyDef.userData = ball; |
16 |
b2Body *ballBody = world->CreateBody(&ballBodyDef;); |
17 |
b2CircleShape circle; |
18 |
circle.m_radius = 7.0/PTM_RATIO; |
19 |
float x1 = cos(shootAngle); |
20 |
float y1 = sin(shootAngle); |
21 |
b2FixtureDef ballShapeDef; |
22 |
ballShapeDef.shape = &circle; |
23 |
ballShapeDef.density = 80.0f; |
24 |
ballShapeDef.friction = 0.0f; // We don't want the ball to have friction! |
25 |
ballShapeDef.restitution = 1.0f; |
26 |
ballBody->CreateFixture(&ballShapeDef;); |
27 |
b2Vec2 force = b2Vec2(x1* power,y1* power); |
28 |
ballBody->ApplyLinearImpulse(force, ballBodyDef.position); |
partendo da questo
http://www.emanueleferonato.com/2011/06/13/slicing-splitting-and-cutting-objects-with-box2d/
e’ stato messo dentro flashpunk
caricare file sia per i livelli di gioco sia per i player
http://www.iforce2d.net/b2djson/#source
http://personal.boristhebrave.com/project/box2dwith/docs/index.html
http://personal.boristhebrave.com/project/box2dwith/?q=project/box2dwith
http://www.greenjay.com.au/blog/2010/05/box2d-game-storing-levels-in-xml/
http://www.greenjay.com.au/blog/2010/06/box2d-game-storing-levels-in-xml-update/
esempio in cui ti fa anche disegnare l’oggetto e poi lo carica
http://chrismweb.com/2011/03/16/storing-and-loading-external-level-data-and-information-in-xml/
xml format pushbutton
http://pushbuttonengine.com/docs/05-XMLFormat.html
http://www.psyked.co.uk/box2d/simple-box2d-better-cleverer-more-optimised.htm
http://www.greenjay.com.au/blog/2010/05/box2d-game-storing-levels-in-xml/
http://www.iforce2d.net/b2djson/
http://www.bukisa.com/articles/228593_pushbutton-tutorial-series-loading-levels
http://www.deluge.co/?q=node/2
http://www.nuvorm.nl/start/index.php?option=com_content&view=article&id=83:box-2d-complex-shape-editor&catid=40:experiments&Itemid=53
http://www.brainblitz.org/BoxCAD/
http://www.jacobschatz.com/bisonkick-beta/
http://www.jacobschatz.com/bisonkick/
http://www.aurelienribon.com/blog/2011/08/application-box2d-editor-1-0/
http://www.sideroller.com/wck/
http://www.shiffman.net/itp/classes/nature/box2d_2010/bumpysurface/
su questo esempio si vedono delle collisioni + rimbalzi + gravita’ mettendo come area un rettangolo o un cerchio ..
questi son piu’ veloci
per fare delle forme piu’ simili all’originale
possiamo usare http://www.physicseditor.de/
e l’esempio
http://flashpunk.net/forums/index.php?topic=1127.0
con frecce su/giu si cambia l’angolazione
piu’ tempo si tiene premuto lo spazio piu’ distante viene lanciato l’oggetto
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