repaired debug draw, added more classes from game draft

This commit is contained in:
logsol 2012-07-01 15:16:33 +02:00
parent 1d24d98297
commit 5a6581393e
6 changed files with 354 additions and 71 deletions

105
lib/Chuck/Physics/Doll.js Normal file
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@ -0,0 +1,105 @@
define(['Doll'], function(){
Chuck.Physics.Doll = function(engine){
this._engine = engine;
this._body;
this._legs;
this._contactPoint;
this.init(this._engine.getWorld());
}
Chuck.Physics.Doll.prototype.init = function (world) {
var bodyDef = new Chuck.b2BodyDef();
bodyDef.position.x = 220 / Chuck.Settings.RATIO;
bodyDef.position.y = 0 / Chuck.Settings.RATIO;
bodyDef.fixedRotation = true;
bodyDef.linearDamping = Chuck.Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = Chuck.b2Body.b2_dynamicBody;
this._body = world.CreateBody(bodyDef);
var fixtureDef = new Chuck.b2FixtureDef();
fixtureDef.density = Chuck.Settings.PLAYER_DENSITY;
fixtureDef.friction = 0;
fixtureDef.restitution = Chuck.Settings.PLAYER_RESTITUTION;
var headShape = new Chuck.b2CircleShape();
headShape.SetRadius(5 / Chuck.Settings.RATIO);
headShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -37 / Chuck.Settings.RATIO));
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myHead';
this._body.CreateFixture(fixtureDef);
var bodyShape = new Chuck.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Chuck.Settings.RATIO, 16 / Chuck.Settings.RATIO, new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -21 / Chuck.Settings.RATIO));
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myBody';
this._body.CreateFixture(fixtureDef);
var legsShape = new Chuck.b2CircleShape();
legsShape.SetRadius(5 / Chuck.Settings.RATIO);
legsShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -5 / Chuck.Settings.RATIO));
fixtureDef.shape = legsShape;
fixtureDef.friction = Chuck.Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myLegs';
this._legs = this._body.CreateFixture(fixtureDef);
var feetShape = new Chuck.b2CircleShape();
feetShape.SetRadius(4 / Chuck.Settings.RATIO);
feetShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, 0 / Chuck.Settings.RATIO));
fixtureDef.shape = feetShape;
fixtureDef.isSensor = true;
fixtureDef.userData = 'myFeet';
this._body.CreateFixture(fixtureDef);
this._body.SetActive(false);
}
Chuck.Physics.Doll.prototype.spawn = function (x, y) {
this._body.SetPosition(new Chuck.b2Vec2(x / Chuck.Settings.RATIO, y / Chuck.Settings.RATIO));
this._body.SetActive(true);
}
Chuck.Physics.Doll.prototype.getBody = function () {
return this._body;
}
Chuck.Physics.Doll.prototype._setFriction = function (friction) {
if(!friction) friction = -1;
if (this._legs.GetFriction() != friction)
{
this._legs.SetFriction(friction);
}
}
Chuck.Physics.Doll.prototype.move = function (direction, speed) {
this._setFriction(Chuck.Settings.PLAYER_MOTION_FRICTION);
this._body.SetAwake(true);
var vector = new Chuck.b2Vec2(speed * direction, this._body.GetLinearVelocity().y);
this._body.SetLinearVelocity(vector);
}
Chuck.Physics.Doll.prototype.stop = function () {
this._setFriction(Chuck.Settings.PLAYER_FRICTION);
}
Chuck.Physics.Doll.prototype.jump = function () {
this._body.SetAwake(true);
var vector = new Chuck.b2Vec2(0, -Chuck.Settings.JUMP_SPEED);
this._body.ApplyImpulse(vector, this._body.GetPosition());
// maybe change to a constant force instead of applying of force?
// to prevent higher jumping running uphill, etc.
}
Chuck.Physics.Doll.prototype.jumping = function () {
var vector = new Chuck.b2Vec2(0, -0.1);
this._body.ApplyImpulse(vector, this._body.GetPosition());
}
}

View file

@ -6,7 +6,7 @@ define(["Chuck/Settings", "Box2D/Box2D"], function(Settings, Box2D){
} }
Engine.prototype.init = function() { Engine.prototype.init = function() {
this._world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.Box2D_GRAVITY), Settings.Box2D_ALLOW_SLEEP); this._world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY), Settings.BOX2D_ALLOW_SLEEP);
if(Settings.IS_BROWSER_ENVIRONMENT) { if(Settings.IS_BROWSER_ENVIRONMENT) {
this.setupDebugDraw(); this.setupDebugDraw();
@ -25,32 +25,30 @@ define(["Chuck/Settings", "Box2D/Box2D"], function(Settings, Box2D){
} }
Engine.prototype.setupDebugDraw = function() { Engine.prototype.setupDebugDraw = function() {
var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE; //var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE;
console.log(debugSprite); var debugSprite = document.getElementById("canvas").getContext("2d");
// set debug draw // set debug draw
var dbgDraw = new Box2D.Dynamics.b2DebugDraw(); var debugDraw = new Box2D.Dynamics.b2DebugDraw();
dbgDraw.SetSprite(debugSprite); debugDraw.SetSprite(debugSprite);
dbgDraw.SetDrawScale(Settings.RATIO); debugDraw.SetDrawScale(Settings.RATIO);
dbgDraw.SetAlpha(0.5); debugDraw.SetDrawScale(30.0);
dbgDraw.SetFillAlpha(0.1); debugDraw.SetFillAlpha(0.5);
dbgDraw.SetLineThickness(0); debugDraw.SetLineThickness(1.0);
dbgDraw.SetFlags(null debugDraw.SetFlags(null
| dbgDraw.e_shapeBit | Box2D.Dynamics.b2DebugDraw.e_shapeBit
//| b2DebugDraw.e_jointBit | Box2D.Dynamics.b2DebugDraw.e_jointBit
//| b2DebugDraw.e_coreShapeBit //| Box2D.Dynamics.b2DebugDraw.e_coreShapeBit
//| b2DebugDraw.e_aabbBit //| Box2D.Dynamics.b2DebugDraw.e_aabbBit
//| b2DebugDraw.e_centerOfMassBit //| Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit
//| b2DebugDraw.e_obbBit //| Box2D.Dynamics.b2DebugDraw.e_obbBit
//| b2DebugDraw.e_pairBit //| Box2D.Dynamics.b2DebugDraw.e_pairBit
); );
this._world.SetDebugDraw(dbgDraw); this._world.SetDebugDraw(debugDraw);
this._world.SetWarmStarting(true); this._world.SetWarmStarting(true);
console.log('Debug Draw was set up');
} }
Engine.prototype.createBody = function(bodyDef) { Engine.prototype.createBody = function(bodyDef) {
@ -58,7 +56,7 @@ define(["Chuck/Settings", "Box2D/Box2D"], function(Settings, Box2D){
} }
Engine.prototype.update = function() { Engine.prototype.update = function() {
this._world.Step(Settings.Box2D_TIME_STEP, Settings.Box2D_VELOCITY_ITERATIONS, Settings.Box2D_POSITION_ITERATIONS); this._world.Step(Settings.BOX2D_TIME_STEP, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
this._world.ClearForces(); this._world.ClearForces();
this._world.DrawDebugData(); this._world.DrawDebugData();
} }

183
lib/Chuck/Player.js Normal file
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@ -0,0 +1,183 @@
define(['Doll'], function(){
function Player (physicsEngine, repository) {
this._physicsEngine = physicsEngine;
this._repository = repository;
this._standing = false;
this._doll;
this._mc;
this._currentAnimationState = 'stand';
this._lookDirection = 1;
this._moveDirection = 0;
this.init();
}
Player.prototype.init = function() {
this._doll = new Doll(this._physicsEngine);
//this._mc = EmbedHandler.load(EmbedHandler.CHUCK);
//this._mc.stop();
//var mclp = new MovieClipLabelParser();
//mclp.parse(this._mc);
}
Player.prototype.spawn = function(x, y) {
//this._repository.createModel(this._mc, this._doll.getBody());
this._doll.spawn(x, y);
}
Player.prototype.getDoll = function() {
return this._doll;
}
Player.prototype.getBody = function() {
return this._doll.getBody();
}
Player.prototype.setStanding = function(isStanding) {
var resetStates = ['jump', 'jumploop'];
if (resetStates.indexOf(this._currentAnimationState)>=0 && !this._standing && isStanding)
{
this._animate('stand');
}
this._standing = isStanding;
}
Player.prototype.isStanding = function() {
return this._standing;
}
Player.prototype.move = function(direction) {
this._moveDirection = direction;
switch(true) {
case direction == this._lookDirection && this.isStanding():
this._doll.move(direction, Chuck.Settings.RUN_SPEED);
break;
case !this.isStanding():
this._doll.move(direction, Chuck.Settings.FLY_SPEED);
break;
default:
this._doll.move(direction, Chuck.Settings.WALK_SPEED);
break;
}
if (this.isStanding()) {
this._animate(this._calculateWalkAnimation());
}
}
Player.prototype.stop = function() {
this._moveDirection = 0;
this._doll.stop();
if (this._isWalking() || this._standing) {
this._animate('stand');
}
}
Player.prototype.jump = function() {
if (this.isStanding())
{
this._doll.jump();
this._animate('jump');
this.setStanding(false);
}
}
Player.prototype.jumping = function() {
if (!this.isStanding()) {
this._doll.jumping();
}
}
Player.prototype.duck = function() {
if (this._standing && !this._isWalking()) {
this._animate('duck');
}
}
Player.prototype.standUp = function() {
if (this._standing) {
this._animate('standup');
}
}
Player.prototype._animate = function(type) {
if (type == this._currentAnimationState) {
return;
}
//this._mc.gotoAndPlay(type);
this._currentAnimationState = type;
}
Player.prototype._calculateWalkAnimation = function() {
if (this._moveDirection == this._lookDirection) {
return 'run';
}
return 'walkback';
}
Player.prototype.look = function(x, y) {
/*
var degree = Math.atan2(Chuck.Settings.STAGE_WIDTH / 2 - x, Chuck.Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
var lastLookDirection = this._lookDirection;
if (x < Chuck.Settings.STAGE_WIDTH / 2) {
this._mc.scaleX = -1;
this._lookDirection = -1;
degree = (-45 + degree / 2);
this._mc.head.rotation = degree;
} else if (x >= Chuck.Settings.STAGE_WIDTH / 2) {
this._mc.scaleX = 1;
this._lookDirection = 1;
degree = (45 + -degree / 2) - 90;
this._mc.head.rotation = degree;
}
if (this._lookDirection != lastLookDirection && this._isWalking()) {
this._animate(this._calculateWalkAnimation());
}*/
}
Player.prototype._isWalking = function() {
var states = ['walk', 'walkback', 'run'];
if (states.indexOf(this._currentAnimationState) >= 0) {
return true;
}
return false;
}
// called by CollisionDetection
Player.prototype.onFootSensorDetection = function(isColliding) {
if(isColliding) {
if(this._doll.getBody().GetLinearVelocity().y < -Chuck.Settings.JUMP_SPEED && !this.isStanding()) {
return;
}
this.setStanding(true);
} else {
// TODO This needs some more thought to it.
// maybe take a look at collision groups for collision detection,
// to group all tiles together
//this.setStanding(false);
//this._animate('jumploop');
}
}
Player.prototype.update = function() {
//this._mc.head.y = this._mc.head_posmask.y;
if (this._doll.getBody().GetLinearVelocity().x == 0 && this._isWalking()) {
this.stop();
}
if (!this._doll.getBody().IsAwake()) {
this.setStanding(true);
}
}
}

View file

@ -8,6 +8,8 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
this._inputControlUnit; this._inputControlUnit;
this._keyboardInput; this._keyboardInput;
this._bodyDef;
this.init(); this.init();
}; };
@ -15,25 +17,9 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
this._physicsEngine = new PhysicsEngine(); this._physicsEngine = new PhysicsEngine();
/*
var fixDef = new Box2D.Dynamics.b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.99;
fixDef.restitution = .51;
var bodyDef = new Box2D.Dynamics.b2BodyDef;
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
fixDef.shape.SetAsBox(0.4, 0.4);
this._physicsEngine.createBody(bodyDef).CreateFixture(fixDef);
bodyDef.position.x = 2;
bodyDef.position.y = 3;
console.log('bodying');*/
///------
var world = this._physicsEngine.getWorld(); var world = this._physicsEngine.getWorld();
@ -63,25 +49,28 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
bodyDef.position.Set(21.8, 13); bodyDef.position.Set(21.8, 13);
world.CreateBody(bodyDef).CreateFixture(fixDef); world.CreateBody(bodyDef).CreateFixture(fixDef);
// create some objects // create object
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
for(var i = 0; i < 5; i++) {
fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape; fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
fixDef.shape.SetAsBox(0.4, 0.4); fixDef.shape.SetAsBox(0.4, 0.4);
bodyDef.position.x = ((i + 1) * 2) % 8; bodyDef.position.x = 10;
bodyDef.position.y = 3; bodyDef.position.y = 2;
bodyDef.userData = { bodyDef.userData = {
'bodyId': i + '' 'bodyId': 1 + ''
}; };
world.CreateBody(bodyDef).CreateFixture(fixDef); world.CreateBody(bodyDef).CreateFixture(fixDef);
}
this._bodyDef = bodyDef;
//this._me = new Chuck.Player(this._physicsEngine, this._repository);
/* /*
this._me = new Chuck.Player(this._physicsEngine, this._repository);
//this._camera = Camera.getInstance() //this._camera = Camera.getInstance()
//this._repository = Repository.getInstance(); //this._repository = Repository.getInstance();
this._physicsEngine.setCollisionDetector(this._me); this._physicsEngine.setCollisionDetector(this._me);
@ -108,11 +97,17 @@ define(["Chuck/Physics/Engine", "Box2D/Box2D"], function(PhysicsEngine, Box2D){
Processor.prototype._update = function(self) { Processor.prototype._update = function(self) {
self._physicsEngine.update(); self._physicsEngine.update();
//console.log(self._physicsEngine.getWorld().GetBodyList().GetPosition());
//self._repository.update(); //self._repository.update();
//self._keyboardInput.update(); //self._keyboardInput.update();
//self._me.update(); //self._me.update();
//self._camera.update(); //self._camera.update();
} }
return Processor; return Processor;
}); });

View file

@ -5,7 +5,7 @@ define(function() {
STAGE_HEIGHT : 400, STAGE_HEIGHT : 400,
// BOX2D INITIALATORS // BOX2D INITIALATORS
RATIO : 35, RATIO : 30,
BOX2D_WORLD_AABB_SIZE : 3000, BOX2D_WORLD_AABB_SIZE : 3000,
BOX2D_ALLOW_SLEEP : true, BOX2D_ALLOW_SLEEP : true,
BOX2D_GRAVITY : 16, BOX2D_GRAVITY : 16,

View file

@ -19,6 +19,7 @@ requirejs(["Chuck/Chuck"], function(Chuck) {
var fileServer = new nodeStatic.Server('./'); var fileServer = new nodeStatic.Server('./');
var server = http.createServer( var server = http.createServer(
function(req, res){ function(req, res){
req.addListener('end', function () {
switch(req.url) { switch(req.url) {
case '/': case '/':
fileServer.serveFile('./index.html', 200, {}, req, res); fileServer.serveFile('./index.html', 200, {}, req, res);
@ -41,6 +42,7 @@ var server = http.createServer(
} }
break; break;
} }
});
} }
); );
server.listen(1234); server.listen(1234);