added networking tests

This commit is contained in:
logsol 2012-06-16 22:03:03 +02:00
parent bcde1d3171
commit 620f2626a3
506 changed files with 228337 additions and 0 deletions

82
networking/common.js~ Normal file
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var bodiesNum = 3;
var world;
var xport = 8003;
var xhost = '127.0.0.1';
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;
function setupWorld() {
world = new b2World(new b2Vec2(0, 10), true);
var fixDef = new b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.5;
fixDef.restitution = 0.2;
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(0.5, 0.5);
bodyDef.position.x = (i + 1) * 4;
bodyDef.position.y = 3;
bodyDef.userData = {"bodyId" : parseInt(i) };
world.CreateBody(bodyDef).CreateFixture(fixDef);
}
}
function jump() {
var body = findBody(1);
body.SetAwake(true);
body.ApplyImpulse(new b2Vec2(0, -5), body.GetPosition());
}
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;
}