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Quick QuickBox2D Tip II – Collision Detection

by Devon O.· May 06, 2010· in Actionscript· 5 comments tags: 2d physics, box2d, quickbox2d
Once again, I found myself playing around with the excellent QuickBox2D library the other day and whipped up something I needed but thought might help others as well. Actually this tip ain’t all that quick, but it’s not a massive undertaking and could come in quite handy. In any case, we’ll take a look at a way of detecting collisions with QuickBox2D. Now, of course as far as animations go, QB2D (or Box2D, actually) handles all the collisions for you behind the scenes so you don’t really need to think about it. But what if you wanted to create a pool game where the balls click when knocking against each other, or you wanted to remove a game object when it collides with something bad, or – well there are any number reasons you might want to check for collisions when working with a 2D physics engine. I’m going to assume that if you’re using QuickBox2D, you already have Box2D in your classpath. Now, in Box2D the item responsible for handling custom collision detection is the Box2D.Dynamics.b2ContactListener class which looks like this: [crayon-603b338a8974c643398384/] We’ll be extending that class, so you won’t really need to worry anything about it (you don’t […]
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Heads Will Roll

by Devon O.· December 29, 2009· in Actionscript, Flash· 8 comments tags: 2d physics, physics, quickbox2d
A little year end 2D physics fun. Just allow web cam access and use your arrow keys to balance heads on a platter. Kinda like being King Herod without all the mess.
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Devon O. Wolfgang

AIR | Unity3D | AR/VR

Unity Certified Developer

Technical Reviewer of “The Essential Guide to Flash CS4 AIR Development” and “Starling Game Development Essentials”

Reviewer of “The Starling Handbook”

Unity Engineer at Touch Press.

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