moved client stuff from Engine to Client/Physics/Engine

This commit is contained in:
Jeena Paradies 2012-07-21 23:03:37 +02:00
parent fc22ac5643
commit 806a6e1d47
2 changed files with 18 additions and 45 deletions

View file

@ -1,4 +1,4 @@
define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function(Box2D, Settings, Detector) { define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function(Box2D, Settings, CollisionDetector) {
function Doll (physicsEngine, id){ function Doll (physicsEngine, id){
this.id = id; this.id = id;
@ -18,7 +18,7 @@ define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detecto
bodyDef.fixedRotation = true; bodyDef.fixedRotation = true;
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING; bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.userData = Detector.IDENTIFIER.PLAYER + '-' + this.id; bodyDef.userData = CollisionDetector.IDENTIFIER.PLAYER + '-' + this.id;
this.body = world.CreateBody(bodyDef); this.body = world.CreateBody(bodyDef);
@ -32,14 +32,14 @@ define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detecto
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO)); headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
fixtureDef.shape = headShape; fixtureDef.shape = headShape;
fixtureDef.isSensor = false; fixtureDef.isSensor = false;
fixtureDef.userData = Detector.IDENTIFIER.PLAYER_HEAD; fixtureDef.userData = CollisionDetector.IDENTIFIER.PLAYER_HEAD;
this.body.CreateFixture(fixtureDef); this.body.CreateFixture(fixtureDef);
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape(); var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO)); bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
fixtureDef.shape = bodyShape; fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false; fixtureDef.isSensor = false;
fixtureDef.userData = Detector.IDENTIFIER.PLAYER_CHEST; fixtureDef.userData = CollisionDetector.IDENTIFIER.PLAYER_CHEST;
this.body.CreateFixture(fixtureDef); this.body.CreateFixture(fixtureDef);
var legsShape = new Box2D.Collision.Shapes.b2CircleShape(); var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
@ -48,7 +48,7 @@ define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detecto
fixtureDef.shape = legsShape; fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION; fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false; fixtureDef.isSensor = false;
fixtureDef.userData = Detector.IDENTIFIER.PLAYER_LEGS; fixtureDef.userData = CollisionDetector.IDENTIFIER.PLAYER_LEGS;
this.legs = this.body.CreateFixture(fixtureDef); this.legs = this.body.CreateFixture(fixtureDef);
@ -57,7 +57,7 @@ define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detecto
feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO)); feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
fixtureDef.shape = feetShape; fixtureDef.shape = feetShape;
fixtureDef.isSensor = true; fixtureDef.isSensor = true;
fixtureDef.userData = Detector.IDENTIFIER.FOOTSENSOR; fixtureDef.userData = CollisionDetector.IDENTIFIER.FOOTSENSOR;
this.body.CreateFixture(fixtureDef); this.body.CreateFixture(fixtureDef);
this.body.SetActive(false); this.body.SetActive(false);

View file

@ -1,16 +1,16 @@
define(["Chuck/Settings", "Client/Dom", "Vendor/Box2D", "Chuck/Collision/Detector"], function(Settings, Dom, Box2D, CollisionDetector){ define([
"Game/Config/Settings",
"Lib/Vendor/Box2D",
"Game/Core/Collision/Detector"
],
function(Settings, Box2D, CollisionDetector) {
function Engine () { function Engine () {
this.world; this.world = new Box2D.Dynamics.b2World(
this.init(); new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY),
} Settings.BOX2D_ALLOW_SLEEP
);
Engine.prototype.init = function() {
this.world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY), Settings.BOX2D_ALLOW_SLEEP);
if(Settings.IS_BROWSER_ENVIRONMENT && Settings.DEBUG_MODE) {
this.setupDebugDraw();
}
} }
Engine.prototype.getWorld = function() { Engine.prototype.getWorld = function() {
@ -19,36 +19,10 @@ define(["Chuck/Settings", "Client/Dom", "Vendor/Box2D", "Chuck/Collision/Detecto
Engine.prototype.setCollisionDetector = function(me) { Engine.prototype.setCollisionDetector = function(me) {
var detector = new CollisionDetector(me); var detector = new CollisionDetector(me); // FIXME: check if core collision detector works
this.world.SetContactListener(detector.getListener()); this.world.SetContactListener(detector.getListener());
} }
Engine.prototype.setupDebugDraw = function() {
//var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE;
var debugSprite = Dom.getDebugCanvas().getContext("2d");
// set debug draw
var debugDraw = new Box2D.Dynamics.b2DebugDraw();
debugDraw.SetSprite(debugSprite);
debugDraw.SetDrawScale(Settings.RATIO);
debugDraw.SetFillAlpha(0.5);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(null
| Box2D.Dynamics.b2DebugDraw.e_shapeBit
| Box2D.Dynamics.b2DebugDraw.e_jointBit
//| Box2D.Dynamics.b2DebugDraw.e_coreShapeBit
//| Box2D.Dynamics.b2DebugDraw.e_aabbBit
//| Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit
//| Box2D.Dynamics.b2DebugDraw.e_obbBit
//| Box2D.Dynamics.b2DebugDraw.e_pairBit
);
this.world.SetDebugDraw(debugDraw);
this.world.SetWarmStarting(true);
}
Engine.prototype.createBody = function(bodyDef) { Engine.prototype.createBody = function(bodyDef) {
return this.world.CreateBody(bodyDef); return this.world.CreateBody(bodyDef);
} }
@ -56,7 +30,6 @@ define(["Chuck/Settings", "Client/Dom", "Vendor/Box2D", "Chuck/Collision/Detecto
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();
} }
return Engine; return Engine;