<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>EventDispatcher.fr &#187; Box2D</title>
	<atom:link href="http://www.eventdispatcher.fr/category/box2d/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.eventdispatcher.fr</link>
	<description>Flash / Flex / Actionscript Devblog</description>
	<lastBuildDate>Mon, 04 Jan 2010 22:30:55 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>PhysExplosion- Explosion method for Box2D AS3</title>
		<link>http://www.eventdispatcher.fr/2009/11/25/physexplosion-explosion-method-for-box2d-as3/</link>
		<comments>http://www.eventdispatcher.fr/2009/11/25/physexplosion-explosion-method-for-box2d-as3/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 17:03:20 +0000</pubDate>
		<dc:creator>Germain LECOURTOIS</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[quickbox2d]]></category>
		<category><![CDATA[examples]]></category>
		<category><![CDATA[physics]]></category>

		<guid isPermaLink="false">http://www.eventdispatcher.fr/?p=100</guid>
		<description><![CDATA[I just wrote a quick adaptation of the PhysExplosion Method (Box2D c++) in Box2D AS3.
This example works with Box2D and QuickBox2D.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
/**
*
* @param	locationPnt Application point of the explosion
* @param	nRadius Radius of the explosion in pixels
* @param	nForce Force of explosion
*/
private function physExplosion&#40;locationPnt:Point, nRadius:Number, nForce:Number&#41; : void &#123;
&#160;
	var aabb:b2AABB = new b2AABB&#40;&#41;;
	aabb.lowerBound.Set&#40;&#40;locationPnt.x - nRadius&#41; / METER, &#40;locationPnt.y - [...]]]></description>
		<wfw:commentRss>http://www.eventdispatcher.fr/2009/11/25/physexplosion-explosion-method-for-box2d-as3/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>QuickBox2D Skining Class</title>
		<link>http://www.eventdispatcher.fr/2009/10/16/quickbox2d-skining-class/</link>
		<comments>http://www.eventdispatcher.fr/2009/10/16/quickbox2d-skining-class/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 07:04:59 +0000</pubDate>
		<dc:creator>Germain LECOURTOIS</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[examples]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[quickbox2d]]></category>

		<guid isPermaLink="false">http://www.eventdispatcher.fr/2009/10/16/quickbox2d-skining-class/</guid>
		<description><![CDATA[ Writing QuickBox2D Skin Class
QuickBox2D by ActionSnippet



You can see here for SkinBase detail.


//Circles
_pBall = _pSim.addCircle&#40; &#123; x:5.4, y:5, radius:1, lineColor:0xFF0000, lineAlpha:1, density:1, restitution:0.5, skin:SkinCircle &#125; &#41; as CircleObject;
_pSim.addCircle&#40; &#123; x:9.4, y:5, radius:0.6, lineColor:0xFF0000, lineAlpha:1, density:1, restitution:0.5, skin:SkinCircle &#125; &#41; as CircleObject;
//A box
_pSim.addBox&#40; &#123; x:2.6, y:8, angle:Math.PI/6,width:2, height:2.5, lineColor:0xFF0000, lineAlpha:1, density:1,restitution:0.2, skin:SkinBase&#125; &#41;;

]]></description>
		<wfw:commentRss>http://www.eventdispatcher.fr/2009/10/16/quickbox2d-skining-class/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

