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changed function( to function (
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36 changed files with 209 additions and 209 deletions
4
app/Game/Core/Physics/Doll.js
Normal file → Executable file
4
app/Game/Core/Physics/Doll.js
Normal file → Executable file
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@ -1,4 +1,4 @@
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define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function(Box2D, Settings, CollisionDetector) {
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define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function (Box2D, Settings, CollisionDetector) {
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function Doll (physicsEngine, id){
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this.id = id;
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@ -106,7 +106,7 @@ define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detecto
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this.body.ApplyImpulse(vector, this.body.GetPosition());
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}
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Doll.prototype.destroy = function() {
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Doll.prototype.destroy = function () {
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this.body.GetWorld().DestroyBody(this.body);
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}
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@ -4,7 +4,7 @@ define([
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"Game/Core/Collision/Detector"
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],
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function(Settings, Box2D, CollisionDetector) {
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function (Settings, Box2D, CollisionDetector) {
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function Engine () {
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this.world = new Box2D.Dynamics.b2World(
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@ -13,21 +13,21 @@ function(Settings, Box2D, CollisionDetector) {
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);
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}
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Engine.prototype.getWorld = function() {
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Engine.prototype.getWorld = function () {
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return this.world;
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}
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Engine.prototype.setCollisionDetector = function(me) {
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Engine.prototype.setCollisionDetector = function (me) {
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var detector = new CollisionDetector(me); // FIXME: check if core collision detector works
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this.world.SetContactListener(detector.getListener());
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}
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Engine.prototype.createBody = function(bodyDef) {
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Engine.prototype.createBody = function (bodyDef) {
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return this.world.CreateBody(bodyDef);
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}
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Engine.prototype.update = function() {
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Engine.prototype.update = function () {
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this.world.Step(Settings.BOX2D_TIME_STEP, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
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this.world.ClearForces();
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}
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