This is the second project as part of my studies at Goldsmith's. We had to create a program using some kind of Middleware, so I used Box2D, a 2-D based physics engine. I chose this because I thought that it would work very nicely with a sprite-based visual environment.

I got to grips with how Box2D works, and hence got the grasp of how the majority of physics engines work. I create an entire set of Rigid Bodies, and apply properties to them. The most notable are the base of the mace, the chains and the platform. The Platform is a static Rigid Body, the base is kinematic, and everything else is dynamic. The chain sections are created with seperate bodies and their degrees of freedom are then limited by 'joints'.

The rigid bodies have similar properties, with the exception of the large, grey, faced block (or Thwomp, if you know your Super Mario games well), which is heavier and denser, and takes a lot longer to push off the platform.

Another thing to note is the use of collision listeners. The question mark blocks turn brown if they are hit with enough force, and the Thwomp makes the