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<?xml version="1.0" encoding="UTF-8"?>
<!--This container is used to contain all dynamicly created content -->
<MovieClip id="container" ns="flash.display" x="20" y="0">
<!-- This contains the textural instructions -->
<TextField id="instructions" ns="flash.text" x="110" y="120" border="false" multiline="true" autoSize="left">
<String id="htmlText"><![CDATA[<FONT SIZE="20">Fun with Dynamic <BR/><BR/>Layout<FONT>]]></String>
<!-- We then define the static/freeflow objects which will appear in the world -->
<Array id="physicObjects">
<!--We define the walls, floor and ceiling of the physic world-->
<Dynamic type="box" static="true" x="0" y="690" width="800" height="10"/>
<Dynamic type="box" static="true" x="0" y="0" width="10" height="690"/>
<!--We then finally define the freeflow objects -->
<Dynamic type="box" static="false" x="30" y="0" width="10" height="10"/>
<Dynamic type="box" static="false" x="260" y="0" width="10" height="10"/>
<Dynamic type="polygon" static="false" x="300" y="30" sides="5" radius="50" rotation="50"/>
<Dynamic type="box" static="false" x="678" y="0" width="20" height="30"/>
<Dynamic type="polygon" static="false" x="302" y="30" sides="5" radius="50" rotation="20"/>
<Dynamic type="box" static="false" x="120" y="0" width="20" height="30"/>
<Dynamic type="polygon" static="false" x="304" y="30" sides="5" radius="50" rotation="60"/>
<Dynamic type="box" static="false" x="234" y="0" width="20" height="30"/>
<!--We finally create the instance of the physic world and we set the gravity of the world -->
<PhysicWorld id="myWorld" ns="" x="20" y="0" steps="3" dt="1">
<Script><![CDATA[, 0.1); ]]></Script>
<Script><![CDATA[ this.addConvexPolygon(false, 100, 100, 5, 50, 90); ]]></Script>
<!--We finally process the physic object's into our world -->
var physicWorld = this.getChildByName("myWorld");
for(shape in this.physicObjects){
if(shape.type == "box"){
physicWorld.addBox(shape.static, shape.x, shape.y, shape.width, shape.height);
}else if(shape.type == "polygon"){
physicWorld.addConvexPolygon(shape.static, shape.x, shape.y, shape.sides, shape.radius, shape.rotation);