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Thread: Phizix - Box2D

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    Re: Phizix - Box2D

    Not possible with the current Box2D version. The only way to do worms like terrain is to destroy and recreate the static geomerty when you blow parts of it up. The Chipmunk version has a demo of this, but it's a bit more troublesome to do in Box2D I'm afraid.

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    Re: Phizix - Box2D

    Hey Is it possible to create boring platform movement type objects in mmf2 and have them interact with and cause 2dbox objects to be weighed down or move on collision? kinda like the original mario jumping around on the pulley falling platforms. I couldn't break too deep in the demo but found that once the object was a body and influential within the 2dbox stuff it seemed like 2dbox took over all its movement options leaving it limited to "static" movement no matter what.

    dismantel.com

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    Re: Phizix - Box2D

    Phizix - Box2D cannot, and will never be able to interact with MMF's movements or collision system. Everything has to be made through Box2D and events. Phizix is a very advanced extension and if you don't yet know how to make your own movements using events, you probably shouldn't be using this extension as it requires you to make most things yourself.

    If you want it there is an example of a platform movement available here:
    http://www.mediafire.com/?2kx4yww2zuo

    Note that it is way more complicated than the testbed demos.

  4. #24
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module

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    Re: Phizix - Box2D

    Do all the raycasting functions work? As i seem to be able to create a single ray cast between two ojects, but im trying to find out when another body gets i nthe way, what body ID it is, yet when i try to "get body id, raycast hit number" it is allways -1?

    Thanks
    Andy

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    Re: Phizix - Box2D

    The list is 0-based, if you want to get the ID of the first body hit you should use:
    Code:
    RayBodyID( "Phizix - Box2D", 0)
    If you want the last body hit you should use:
    Code:
    RayBodyID( "Phizix - Box2D", RayNumHits( "Phizix - Box2D" ) - 1)
    In your example you should make a single shape ray-case between the 2 bodies and check if RayBodyID( "Phizix - Box2D", 0) is different from the second body's ID. Ray-casts will always ignore shapes they start inside.

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    Re: Phizix - Box2D

    Cheers for that werbad.

    One more thing. Witht he force controller. You can set a force as X & Y.

    I would like the force to be what ever the angle the active is? How can i go about this?

    Thanks
    Andy

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    Re: Phizix - Box2D

    That's not possible with any of the current controller types I'm afraid. But you can do it manually by always applying said force. Using the object interface this should be a one-liner.

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    Re: Phizix - Box2D

    Hi werbad, sorry i understand theres no actual action for this, but is there a calculation i could do, to work out the X and Y forces needed from the current angle of the body?

    More a maths related question as aposed to box2d!

    Thanks
    Andy

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    Re: Phizix - Box2D

    Yes there is - you'd have to use sin/cos

    I'm not sure how you'd do it, because I'm not sure how the forces work. But I'm sure Dines' tutorial can help you figure out what you need?

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=67082#Post67082

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    Re: Phizix - Box2D

    Actually this has to to with a bit more complex trig than that RickyRombo. The Forces are the legs of the right triangle and he needs to find some angles.
    Working as fast as I can on Fusion 3

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