ground work for different users on server and players on client

This commit is contained in:
Jeena Paradies 2012-07-13 21:10:08 +02:00
parent e37d1eeb2e
commit 2cb401bbd3
9 changed files with 122 additions and 54 deletions

View file

@ -1,6 +1,7 @@
define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
function Doll (physicsEngine){
function Doll (physicsEngine, id){
this.id = id;
this._physicsEngine = physicsEngine;
this._body;
this._legs;
@ -30,14 +31,14 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myHead';
fixtureDef.userData = 'myHead' + this.id;
this._body.CreateFixture(fixtureDef);
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myBody';
fixtureDef.userData = 'myBody' + this.id;
this._body.CreateFixture(fixtureDef);
var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
@ -46,7 +47,7 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myLegs';
fixtureDef.userData = 'myLegs' + this.id;
this._legs = this._body.CreateFixture(fixtureDef);
var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
@ -54,7 +55,7 @@ define(["Vendor/Box2D", "Chuck/Settings"], function(Box2D, Settings){
feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
fixtureDef.shape = feetShape;
fixtureDef.isSensor = true;
fixtureDef.userData = 'myFeet';
fixtureDef.userData = 'myFeet' + this.id;
this._body.CreateFixture(fixtureDef);
this._body.SetActive(false);