Game Development Reference
In-Depth Information
Chapter 13
Pinball Game
I'd like to put the Box2D physics engine to good use, so in this chapter you'll be making
an actual pinball game. Pinball tables are all about using our physical world and turning
that into a fun experience. With a physics engine, however, you're not just limited to
real-world physics.
You can create some elements of the pinball table, such as bumpers and balls, by simply
choosing the right balance of friction, restitution, and density. Other elements need
joints to work—a revolute joint for the flippers and a prismatic joint for the plunger.
And of course, you need lots of static shapes that define the collision polygons of the
table.
Because it would be impractical to define collision polygons in source code, at least for
the level of detail necessary to build a believable pinball table, I'll introduce another
useful tool: PhysicsEditor. With that, you can create collision polygons by simply draw-
ing the vertice—or, even faster, let PhysicsEditor trace the shape's outlines with a single
mouse click.
At the end of this chapter, you'll have a fully playable pinball game, as depicted in Fig-
ure 13-1 .
 
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