rearranged repo structure

This commit is contained in:
logsol 2012-06-30 20:36:16 +02:00
parent 908a9dd43d
commit 5f5178d2e8
572 changed files with 27633 additions and 568 deletions

View file

@ -0,0 +1,87 @@
var bodiesNum = 13;
var world;
var xport = 8003;
var xhost = 'fuuuuu.de';
var b2Vec2 = Box2D.Common.Math.b2Vec2,
b2AABB = Box2D.Collision.b2AABB,
b2BodyDef = Box2D.Dynamics.b2BodyDef,
b2Body = Box2D.Dynamics.b2Body,
b2FixtureDef = Box2D.Dynamics.b2FixtureDef,
b2Fixture = Box2D.Dynamics.b2Fixture,
b2World = Box2D.Dynamics.b2World,
b2MassData = Box2D.Collision.Shapes.b2MassData,
b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape,
b2CircleShape = Box2D.Collision.Shapes.b2CircleShape,
b2DebugDraw = Box2D.Dynamics.b2DebugDraw,
b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef,
b2ContactListener = Box2D.Dynamics.b2ContactListener;
function setupWorld(gravity) {
world = new b2World(new b2Vec2(0, gravity), true);
var fixDef = new b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.99;
fixDef.restitution = .51;
var bodyDef = new b2BodyDef;
// create ground
bodyDef.type = b2Body.b2_staticBody;
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(20, 2);
bodyDef.position.Set(10, 400 / 30 + 1.8);
world.CreateBody(bodyDef).CreateFixture(fixDef);
bodyDef.position.Set(10, -1.8);
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(2, 14);
bodyDef.position.Set(-1.8, 13);
world.CreateBody(bodyDef).CreateFixture(fixDef);
bodyDef.position.Set(21.8, 13);
world.CreateBody(bodyDef).CreateFixture(fixDef);
// create some objects
bodyDef.type = b2Body.b2_dynamicBody;
for(var i = 0; i < bodiesNum; i++) {
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(0.4, 0.4);
bodyDef.position.x = ((i + 1) * 2) % 8;
bodyDef.position.y = 3;
bodyDef.userData = {
'bodyId': i + ''
};
world.CreateBody(bodyDef).CreateFixture(fixDef);
}
}
function jump() {
var body = findBody(1);
body.SetAwake(true);
body.ApplyImpulse(new b2Vec2(8, -15), body.GetPosition());
body.SetAngularVelocity(1.5);
}
function findBody(index) {
var body = null;
var nextBody = world.GetBodyList();
for (var i = 0; i < bodiesNum; i++) {
if (nextBody.GetUserData().bodyId == index) { body = nextBody; break; }
nextBody = nextBody.GetNext();
}
return body;
}