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https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
Fix debug draw and physics positioning issues
- Fix critical bug in PlanckDebugDraw.js where circles were drawn at body center instead of local positions - Add DEBUG_DRAW_SENSORS support with orange styling and no outlines - Fix Chuck's sprite positioning to align with physics body center (pivot adjustments) - Correct fixture Y coordinates so Chuck stands upright instead of on his head - Position foot sensor correctly below legs for proper ground detection - Remove cyan crosses and make yellow center-of-mass crosses smaller - Make debug lines thinner for cleaner visualization
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5 changed files with 205 additions and 162 deletions
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@ -61,53 +61,45 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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};
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Doll.prototype.createFixtures = function () {
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Assert.number(this.width, this.height);
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Assert.number(this.reachDistance);
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Assert.number(this.areaSize);
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Assert.number(this.width, this.height, this.reachDistance, this.areaSize);
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var self = this;
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const R = Settings.RATIO, w = this.width, h = this.height, r = this.reachDistance, a = this.areaSize;
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const self = this;
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var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
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fixtureDef.density = Settings.PLAYER_DENSITY;
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fixtureDef.friction = 0;
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fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
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// Helper to create and attach fixture
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const addFixture = (def) => this.body.createFixture(def);
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var radius = this.width / 2 / Settings.RATIO;
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var headShape = planck.Circle(
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radius,
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planck.Vec2(0, -(this.height - (this.width / 2)) / Settings.RATIO)
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);
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = {
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onCollisionChange: this.onImpact.bind(this)
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};
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// Head (positioned at top of body box)
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addFixture({
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shape: planck.Circle(planck.Vec2(0, -(h - w) / 2 / R), w / 2 / R),
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density: Settings.PLAYER_DENSITY,
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friction: 0,
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restitution: Settings.PLAYER_RESTITUTION,
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isSensor: false,
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userData: { onCollisionChange: this.onImpact.bind(this) }
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});
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this.body.createFixture(fixtureDef);
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// Body (simplified positioning)
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addFixture({
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shape: planck.Box(w / 2 / R, (h - w) / 2 / R, planck.Vec2(0, 0), 0),
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density: Settings.PLAYER_DENSITY,
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friction: 0,
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restitution: Settings.PLAYER_RESTITUTION,
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isSensor: false
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});
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var bodyShape = planck.Box(
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this.width / 2 / Settings.RATIO,
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(this.height - this.width) / 2 / Settings.RATIO,
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planck.Vec2(0, -this.height / 2 / Settings.RATIO),
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0
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);
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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this.body.createFixture(fixtureDef);
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// Legs (positioned at bottom of body box)
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this.legs = addFixture({
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shape: planck.Circle(planck.Vec2(0, (h - w) / 2 / R), w / 2 / R),
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density: Settings.PLAYER_DENSITY,
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friction: Settings.PLAYER_FRICTION,
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restitution: Settings.PLAYER_RESTITUTION,
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isSensor: false
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});
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var legsShape = planck.Circle(
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this.width / 2 / Settings.RATIO,
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planck.Vec2(0, -this.width / 2 / Settings.RATIO)
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);
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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this.legs = this.body.createFixture(fixtureDef);
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// Create a fresh fixture definition for the foot sensor
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var footSensorDef = {
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shape: null,
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// Foot sensor (positioned below legs)
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this.footSensor = addFixture({
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shape: planck.Circle(planck.Vec2(0, (h - w) / 2 / R + 2 / R), (w - 1) / 2 / R),
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density: 0,
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friction: 0,
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restitution: 0,
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@ -116,84 +108,47 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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onCollisionChange: this.onFootSensorDetection.bind(this),
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isFootSensor: true
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}
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};
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});
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var feetShape = planck.Circle(
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(this.width - 1) / 2 / Settings.RATIO, // the -1 one prevents collisions with walls
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planck.Vec2(0, -20 / Settings.RATIO) // 20 pixels down from center (dramatic test)
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);
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footSensorDef.shape = feetShape;
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// // Grab sensors (left/right)
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// ["left", "right"].forEach(side => {
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// const sign = side === "left" ? -1 : 1;
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// addFixture({
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// shape: planck.Box(
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// r / 2 / R,
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// (h / 2 + r / 4) / R,
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// planck.Vec2(sign * r / 2 / R, h / 2 / R)
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// ),
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// density: 0,
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// friction: 0,
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// restitution: 0,
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// isSensor: true,
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// userData: {
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// onCollisionChange: function(isColliding, fixture) {
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// self.onFixtureWithinReach(isColliding, side, fixture);
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// }
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// }
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// });
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// });
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this.footSensor = this.body.createFixture(footSensorDef);
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var grabSensorLeftShape = planck.Box(
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this.reachDistance / 2 / Settings.RATIO,
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((this.height / 2) + this.reachDistance / 4) / Settings.RATIO,
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planck.Vec2(
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-this.reachDistance / 2 / Settings.RATIO,
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-this.height / 2 / Settings.RATIO
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)
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);
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fixtureDef.shape = grabSensorLeftShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = {
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onCollisionChange: function(isColliding, fixture) {
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self.onFixtureWithinReach(isColliding, "left", fixture);
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}
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};
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this.body.createFixture(fixtureDef);
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var grabSensorRightShape = planck.Box(
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this.reachDistance / 2 / Settings.RATIO,
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((this.height / 2) + this.reachDistance / 4) / Settings.RATIO,
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planck.Vec2(
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this.reachDistance / 2 / Settings.RATIO,
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-this.height / 2 / Settings.RATIO
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)
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);
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fixtureDef.shape = grabSensorRightShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = {
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onCollisionChange: function(isColliding, fixture) {
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self.onFixtureWithinReach(isColliding, "right", fixture);
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}
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};
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this.body.createFixture(fixtureDef);
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// Area Sensor
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var areaSensorShape = planck.Box(
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(this.width + this.areaSize) / 2 / Settings.RATIO,
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(this.height + this.areaSize) / 2 / Settings.RATIO,
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planck.Vec2(
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0,
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-this.height / 2 / Settings.RATIO
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)
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);
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fixtureDef.shape = areaSensorShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = {
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onCollisionChange: function(isColliding, fixture) {
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var userData = fixture.getBody().getUserData();
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if(userData instanceof Doll) {
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var doll = userData;
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var i = self.nearbyDolls.indexOf(doll);
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if(isColliding) {
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if(i === -1) {
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self.nearbyDolls.push(doll);
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}
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} else {
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if(i !== -1) {
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self.nearbyDolls.splice(i, 1);
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}
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}
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}
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}
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};
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this.body.createFixture(fixtureDef);
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// // Area sensor
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// addFixture({
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// shape: planck.Box((w + a) / 2 / R, (h + a) / 2 / R, planck.Vec2(0, h / 2 / R)),
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// density: 0,
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// friction: 0,
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// restitution: 0,
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// isSensor: true,
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// userData: {
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// onCollisionChange: function(isColliding, fixture) {
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// var userData = fixture.getBody().getUserData();
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// if (userData instanceof Doll) {
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// var i = self.nearbyDolls.indexOf(userData);
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// if (isColliding && i === -1) self.nearbyDolls.push(userData);
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// else if (!isColliding && i !== -1) self.nearbyDolls.splice(i, 1);
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// }
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// }
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// }
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// });
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};
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Doll.prototype.setActionState = function(state) {
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@ -219,7 +174,7 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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var pos = this.body.getPosition();
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return {
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x: pos.x,
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y: pos.y - (this.height - this.headHeight / 2) / Settings.RATIO
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y: pos.y + (this.height - this.headHeight / 2) / Settings.RATIO
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};
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};
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@ -318,11 +273,7 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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};
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Doll.prototype.setStanding = function (isStanding) {
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if (this.standing == isStanding) {
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console.log('setStanding called but no change needed, already:', isStanding);
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return;
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}
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console.log('*** STANDING STATE CHANGE: ', this.standing, '->', isStanding, '***');
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if (this.standing == isStanding) return;
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this.standing = isStanding;
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if(isStanding) this.setActionState("stand");
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};
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27
app/Game/Core/GameObjects/testbed.js
Normal file
27
app/Game/Core/GameObjects/testbed.js
Normal file
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@ -0,0 +1,27 @@
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/*
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* Licensed under the MIT License
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* Copyright (c) Erin Catto
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*/
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// TODO_ERIN test joints on compounds.
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planck.testbed('CompoundShapes', function(testbed) {
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var pl = planck, Vec2 = pl.Vec2, Transform = pl.Transform;
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var world = new pl.World(Vec2(0, -10));
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world.createBody(Vec2(0.0, 0.0)).createFixture(pl.Edge(Vec2(50.0, 0.0), Vec2(-50.0, 0.0)), 0.0);
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var headshape = pl.Circle(Vec2(0.0, 1.0), 0.5);
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var legsshape = pl.Circle(Vec2(0.0, -1.0), 0.5);
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var bodyshape = pl.Box(0.25, 0.5);
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// Create one body with circles and polygons
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var body = world.createDynamicBody({
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position : Vec2(pl.Math.random(-0.1, 0.1), 1.05),
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angle : pl.Math.random(-Math.PI, Math.PI)
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});
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body.createFixture(headshape, 2.0);
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body.createFixture(legsshape, 0.0);
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body.createFixture(bodyshape, 2.0);
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return world;
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});
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