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Fix remaining capitalized Box2D method calls using sed
- Convert GetWorld() → getWorld() - Convert CreateJoint() → createJoint() - Convert DestroyJoint() → destroyJoint() - Convert CreateBody() → createBody() - Convert DestroyBody() → destroyBody() - Convert GetFriction() → getFriction() - Convert SetFriction() → setFriction() - Convert GetBodyList() → getBodyList() - Convert GetNext() → getNext() - Convert GetContactList() → getContactList() - Convert GetFixtureList() → getFixtureList() Applied bulk sed replacements across all game files to complete Box2D to Planck.js migration method name conversion.
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6 changed files with 50 additions and 50 deletions
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@ -61,7 +61,7 @@ function (Parent, /* RubeLoader, */ Box2D, Settings, Assert, nc, Matrix /* , Rub
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//var filterData = new Box2D.Dynamics.b2FilterData();
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//filterData.groupIndex = -66;
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//if(body.name != "head" && body.name != "chest") {
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// for (var fixture = body.GetFixtureList(); fixture; fixture = fixture.GetNext()) {
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// for (var fixture = body.getFixtureList(); fixture; fixture = fixture.getNext()) {
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// fixture.SetFilterData(filterData);
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// }
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//}
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@ -81,7 +81,7 @@ function (Parent, /* RubeLoader, */ Box2D, Settings, Assert, nc, Matrix /* , Rub
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if(count < 4 && this.joints[i] instanceof Box2D.Dynamics.Joints.b2RevoluteJoint) {
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console.log(i);
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} else {
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body.GetWorld().DestroyJoint(this.joints[i]);
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body.getWorld().destroyJoint(this.joints[i]);
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}
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count++;
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*/
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@ -213,10 +213,10 @@ function (Parent, /* RubeLoader, */ Box2D, Settings, Assert, nc, Matrix /* , Rub
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RubeDoll.prototype.destroy = function() {
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var world = this.body.GetWorld();
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var world = this.body.getWorld();
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for (var name in this.limbs) {
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world.DestroyBody(this.limbs[name]);
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world.destroyBody(this.limbs[name]);
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}
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Parent.prototype.destroy.call(this);
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