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import com.actionsnippet.qbox.*;
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import Box2D.Dynamics.Joints.*;
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[SWF (backgroundColor=0x222222, width=700, height=600)]
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var sim:QuickBox2D = new QuickBox2D(this);
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sim.setDefault({fillColor:0x000000, lineColor:0xCCCCCC});
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sim.createStageWalls();
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var legA:QuickObject = sim.addBox({x:5, y:11, width:2, height:0.2,groupIndex:-2});
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var three:QuickObject = sim.addBox({x:6.8 + 1.8, y:11, width:2, height:0.2,groupIndex:-2});
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var legB:QuickObject = sim.addBox({x:6.8, y:11, width:2, height:0.5,groupIndex:-2});
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sim.setDefault({type:"revolute"});
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var anchorX:Number = legA.x + (legB.x - legA.x) / 2;
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var anchorY:Number = legA.y;
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var revJointA:QuickObject = sim.addJoint({a:legA.body, b:legB.body, x1:anchorX, y1:anchorY,enableMotor:true, maxMotorTorque:80});
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anchorX = legB.x + (three.x - legB.x) / 2;
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var revJointB:QuickObject = sim.addJoint({a:legB.body, b:three.body, x1:anchorX, y1:anchorY, enableMotor:true, maxMotorTorque:80});
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setWalkDir(6);
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addEventListener(Event.ENTER_FRAME, onLoop);
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function onLoop(evt:Event):void {
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if (legB.x <4){
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setWalkDir(6);
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}else if (legB.x> 19){
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setWalkDir(-6);
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}
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}
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function setWalkDir(dir:Number):void{
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var j:b2RevoluteJoint;
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j = revJointA.joint as b2RevoluteJoint
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j.SetMotorSpeed(dir);
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j = revJointB.joint as b2RevoluteJoint
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j.SetMotorSpeed(dir * -1);
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}
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sim.start();
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sim.mouseDrag();
This demo is a bit more complex than the last two - mostly because it makes use of motors...