package{ import Box2D.Collision.b2AABB; import Box2D.Collision.b2RayCastInput; import Box2D.Collision.b2RayCastOutput; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Collision.Shapes.b2PolygonShape; import Box2D.Collision.Shapes.b2Shape; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import Box2D.Dynamics.b2World; import flash.display.Sprite; import flash.utils.getTimer; import Box2D.Dynamics.Joints.b2PulleyJoint; import Box2D.Dynamics.Joints.b2PulleyJointDef; import Box2D.Dynamics.Controllers.b2BuoyancyController; /** * */ public class Main extends BaseMain{ private var _bodies:Vector.<b2Body>=new Vector.<b2Body>(); public function Main(){ super(new b2Vec2(0,10)); } override protected function init():void{ createBodies(); createBuoyancyController(); } private function createBodies():void{ for(var i:int=0;i<50;i++){ var x:Number=stage.stageWidth*0.5; var y:Number=50; var body:b2Body=Math.random()>0.5?createBox(20,20,x,y):createCircle(10,x,y); _bodies.push(body); } } private function createBuoyancyController():void{ var controller:b2BuoyancyController=new b2BuoyancyController(); controller.angularDrag=0.5; controller.density=1.5;//设置水的密度,要大于水中刚体的密度才能上浮 //controller.gravity=null; controller.linearDrag=0.5; controller.normal.Set(0,-1);//设置水面的法向量 controller.offset=-200/_pixelToMeter;//水面的高度,默认在最顶部(y轴0的位置),-100表示向下移动100 //controller.useDensity=false; //controller.useWorldGravity=true; //controller.velocity.Set(0,0); _world.AddController(controller); for(var i:int=0;i<_bodies.length;i++){ controller.AddBody(_bodies[i]); } } override protected function stepBefore():void{ } }; }