APE and Display Objects -> Displaying Images
2 comments so farEssentially the WheelParticle class is an extension of the base AbstractParticle class which has a setDisplay method. The setDisplay method allows you to assign a DisplayObject to be used when the particle is drawn, in this example an image is being used as my DisplayObject. The parameters for the setDisplay method are:
(displayObject, offsetX, offsetY, rotation) - the default value for offsetX, offsetY and rotation is 0.
In the example below I wanted to bind an external image of a wheel to the WheelParticle class. Note, the image used is 100px wide X 100px high.
Here is the class I used to build the car and load in the .png image to be used in the WheelParticle class:
package {
import org.cove.ape.*;
import flash.display.Loader;
import flash.display.LoaderInfo;
import flash.net.URLRequest;
public class Car extends Group {
private var wheelParticleA:WheelParticle;
private var wheelParticleB:WheelParticle;
private var wheelAimage:Loader;
private var wheelBimage:Loader;
public function Car(colorOne:uint, colorTwo:uint) {
// Load in the image
wheelAimage = new Loader();
wheelAimage.load(new URLRequest("wheel.png"));
wheelParticleA = new WheelParticle(50,30,50,false,2);
/*
============================
Assigns a DisplayObject to be used when painting this particle.
Parameters
d:DisplayObject
offsetX:Number (default = 0)
offsetY:Number (default = 0)
rotation:Number (default = 0)
============================
*/
wheelParticleA.setDisplay(wheelAimage, -50, -50);
addParticle(wheelParticleA);
// Load in the image
wheelBimage = new Loader();
wheelBimage.load(new URLRequest("wheel.png"));
wheelParticleB = new WheelParticle(250,30,50,false,2);
/*
============================
Assigns a DisplayObject to be used when painting this particle.
Parameters
d:DisplayObject
offsetX:Number (default = 0)
offsetY:Number (default = 0)
rotation:Number (default = 0)
============================
*/
wheelParticleB.setDisplay(wheelBimage, -50, -50);
addParticle(wheelParticleB);
// connect the front and rear wheels
var axelConnector:SpringConstraint = new SpringConstraint(wheelParticleA, wheelParticleB, .7, false, 8);
axelConnector.setStyle(0, colorOne, 1, colorTwo);
addConstraint(axelConnector);
// A] add a particle directly above wheel A
var suspA:CircleParticle = new CircleParticle(50,-100,7,false,10);
suspA.mass = 0.001;
suspA.setStyle(1, colorOne, 1, colorOne);
addParticle(suspA);
// connect particle [A] to wheel A
var shockAConnector:SpringConstraint = new SpringConstraint(wheelParticleA, suspA, .6, false, 8);
shockAConnector.setStyle(0, colorOne, 1, colorTwo);
addConstraint(shockAConnector);
// B] add a particle directly above wheel B
var suspB:CircleParticle = new CircleParticle(250,-100,7,false,10);
suspB.mass = 0.001;
suspB.setStyle(1, colorOne, 1, colorOne);
addParticle(suspB);
// connect particle [B] to wheel B
var shockBConnector:SpringConstraint = new SpringConstraint(wheelParticleB, suspB, .6, false, 8);
shockBConnector.setStyle(0, colorOne, 1, colorTwo);
addConstraint(shockBConnector);
// connect shockAConnector to Wheel B
var wheelBConnector:SpringConstraint = new SpringConstraint(wheelParticleB, suspA, 0.5, false, 8);
wheelBConnector.setStyle(0, colorOne, 1, colorTwo);
addConstraint(wheelBConnector);
// connect shockBConnector to Wheel A
var wheelAConnector:SpringConstraint = new SpringConstraint(wheelParticleA, suspB, .7, false, 8);
wheelAConnector.setStyle(0, colorOne, 1, colorTwo);
addConstraint(wheelAConnector);
}
public function set speed(s:Number):void {
wheelParticleA.angularVelocity = s;
wheelParticleB.angularVelocity = s;
}
}
}
Here is the Main Document Class.. the class file you will want your .fla movie to point to:
package {
import org.cove.ape.*;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Main extends Sprite {
private static var colA:uint = 0x333333;
private static var colB:uint = 0x336699;
private static var colC:uint = 0x000000;
private static var boundaryColor:uint = 0x6699aa;
private static var carColor:uint = 0x336699;
private static var carOutlineColor:uint = 0x000000;
private var car:Car;
public function Main() {
stage.frameRate = 55;
// Initialize the engine. The argument here is the time step value.
// Higher values scale the forces in the sim, making it appear to run
// faster or slower. Lower values result in more accurate simulations.
APEngine.init(1/4);
// set up the default diplay container
APEngine.container = this;
// gravity -- particles of varying masses are affected the same
APEngine.addMasslessForce(new Vector(0, 3));
// the border
var boundary:Boundary = new Boundary(boundaryColor);
APEngine.addGroup(boundary);
car = new Car(carOutlineColor, carColor);
APEngine.addGroup(car);
// determine what collides with what.
car.addCollidableList(new Array(boundary));
stage.addEventListener(KeyboardEvent.KEY_DOWN, key_pressed);
stage.addEventListener(KeyboardEvent.KEY_UP, key_released);
addEventListener(Event.ENTER_FRAME, run);
}
function key_pressed(event:KeyboardEvent):void {
var keySpeed:Number = 0.8;
if (event.keyCode == Keyboard.UP || event.keyCode == Keyboard.RIGHT)
{
car.speed = keySpeed;
}
if (event.keyCode == Keyboard.DOWN || event.keyCode == Keyboard.LEFT)
{
car.speed = -keySpeed;
}
}
function key_released(event:KeyboardEvent):void
{
car.speed = 0;
}
private function run(evt:Event):void {
APEngine.step();
APEngine.paint();
}
}
}
.. and I just used this class to act as the bounds of the movie so the car does not drive off the screen:
package {
import org.cove.ape.*;
public class Boundary extends Group {
public function Boundary(boundaryColor:uint) {
// RectangleParticle - x, y, width, height
var floor:RectangleParticle = new RectangleParticle(350,299,700,1,0,true);
floor.setStyle(0, boundaryColor, 1, boundaryColor);
addParticle(floor);
var leftWall:RectangleParticle = new RectangleParticle(1,250,1,500,0,true);
leftWall.setStyle(0, boundaryColor, 1, boundaryColor);
addParticle(leftWall);
var rightWall:RectangleParticle = new RectangleParticle(699,250,1,500,0,true);
rightWall.setStyle(0, boundaryColor, 1, boundaryColor);
addParticle(rightWall);
}
}
}
Monday, March 31st, 2008 at 10:10 am and is filed under APE - Actionscript Physics Engine, Actionscript 3. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
Is it possible to attach an displayObject to anything other than a WheelParticle? I want to bound one to a RectangleParticle, but it doesn’t seem to have a method to do so…
You can bind an image to a rectangle particle. I have done it like this before:
floor = new RectangleParticle(xFloor,yFloor,1400,100,0,true, 1, .2,0);
floor.init();
floorimage = new Loader();
floorimage.load(new URLRequest(”http://manewc.com/projects/flash/i/Grass.jpg”));
floor.setDisplay(floorimage, -350, -50);
addParticle(floor);
you can see it here:
http://manewc.com/2008/04/16/ape-driving-demo-part-v/
Thanks, Morgan