Box2D Level Editor XML AS3 Loader for flash
In this entry we are going to use FABLE as3 loader. This loader is able to load the xml that is generated by fable and load the world including the images into a flash project.
To take this tutorial we will start with this fable project, this project is a marble machine, contains some complex fixtures and some complex joints, next we can see the example of the project.
The first step is to publish the project. For this we only go to File and publish. This will generate the following files.
Now in this same folder we will create a flash file with any name. We will also set the box2d library and the as3 loader, that you can download from the loader section. So this will look like this.
Now in our flash file we will add two layers so that it ends like this.
In the first frame we will move to the actions-frame and add the following line.
var xml:XML = new XML((<![CDATA[
So our flash looks like this.
This lines are a hack to make a xml with a multiline text. Now we will copy the contents of the .xml file that falbe generated and paste it between this two lines. It will look something like this.
Now We will get an a in our timeline like this.
It is important to mention that we need to have this layer on the top because the variable xml defined there will be used later in the layer that is below.
Now we move to the bottom layer and to the actions-frame tab and add the following lines of code.
//Create the canvas where we will be drawing the world
var canvas:Sprite = new Sprite;
canvas.scaleX = canvas.scaleY = .25;
//Create the world
var world:b2World = new b2World(new b2Vec2(), false);
//Create the as3 loader
var loader:Loader = new Loader(xml,world , canvas, true);
//If we have images load them
//Set the physics simulation data Those are the settings used in FABLE
var timeStep:Number = 1 / 30;
var velocityIterations:Number = 6;
var positionIterations:Number = 2;
//Add a listener to drive the physics simulation
//The call to the world physics
world.Step(timeStep, velocityIterations, positionIterations);
//THe call to sync the images
So it will looks like this.
There some interesting things here, as you can see I am setting the canvas scale to .25, this is because the original fable project has a size of 2048×1536 pixels, that is huge so i am scalling it to 1/4 of the size.
Now we will set the flash project canvas to a value that is 1/4 the original fable canvas size, that is 512×359 and the frames per second to 30.
And we are set, now we publish the flash project and we should see the following.
This is the fable embeded in the page.
The latest version of the loader is in the loaders page.