added skateboard :D

This commit is contained in:
logsol 2014-01-12 00:36:18 +01:00
parent fa9a0d5d22
commit 81611050d2
6 changed files with 144 additions and 321 deletions

View file

@ -0,0 +1,9 @@
define([
"Game/Core/GameObjects/Items/Skateboard"
],
function(Parent) {
return Parent;
});

View file

@ -0,0 +1,89 @@
define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Vendor/Box2D",
"Game/Config/Settings"
],
function (Parent, Box2D, Settings) {
function Skateboard(physicsEngine, uid, options) {
this.physicsEngine = physicsEngine;
Parent.call(this, physicsEngine, uid, options);
this.addWheel(
options.x + 8,
options.y + 1.5
);
this.addWheel(
options.x - 8,
options.y + 1.5
);
}
Skateboard.prototype = Object.create(Parent.prototype);
Skateboard.prototype.createFixture = function () {
var itemShape = new Box2D.Collision.Shapes.b2PolygonShape();
var w = this.options.width / Settings.RATIO;
var h = 1.5 / Settings.RATIO;
itemShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(1.5 / Settings.RATIO)));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.shape = itemShape;
var offset = 4,
factor = 80;
var density = ((this.options.weight + offset) / this.options.width / this.options.height) * factor;
fixtureDef.density = density;
fixtureDef.friction = Settings.ITEM_FRICTION;
fixtureDef.restitution = Settings.ITEM_RESTITUTION;
fixtureDef.isSensor = false;
this.body.CreateFixture(fixtureDef);
}
Skateboard.prototype.addWheel = function(x, y) {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = x / Settings.RATIO;
bodyDef.position.y = y / Settings.RATIO;
bodyDef.angle = 0;
var wheelShape = new Box2D.Collision.Shapes.b2CircleShape();
wheelShape.SetRadius(1.5 / Settings.RATIO);
wheelShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, 0));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
var offset = 4,
factor = 80;
var density = ((this.options.weight + offset) / this.options.width / this.options.height) * factor;
fixtureDef.density = density;
fixtureDef.shape = wheelShape;
fixtureDef.isSensor = false;
var wheelBody = this.physicsEngine.getWorld().CreateBody(bodyDef);
wheelBody.CreateFixture(fixtureDef);
var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
revoluteJointDef.enableMotor = false;
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.GetWorldCenter());
this.physicsEngine.getWorld().CreateJoint(revoluteJointDef);
// FIXME this means, that we will have bodies in the world, which must not be
// updated (wheels) because they are always connected to a body which will be updated.
};
Skateboard.prototype.flip = function(direction) {
this.flipDirection = direction;
// FIXME: implement body flip if necessary
};
return Skateboard;
});

View file

@ -3,9 +3,10 @@ define([
"Lib/Vendor/Box2D",
"Game/" + GLOBALS.context + "/Collision/Detector",
"Game/" + GLOBALS.context + "/GameObjects/Tile",
"Game/" + GLOBALS.context + "/GameObjects/Item"
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
], function (Settings, Box2D, CollisionDetector, Tile, Item) {
], function (Settings, Box2D, CollisionDetector, Tile, Item, Skateboard) {
// Public
function Level (path, engine, gameObjects) {
@ -48,8 +49,18 @@ define([
for (var i = 0; i < items.length; i++) {
var options = items[i];
var item;
var uid = "item-" + i;
this.gameObjects.animated.push(new Item(this.engine, "item-" + i, options));
switch(options.type) {
case 'skateboard':
item = new Skateboard(this.engine, uid, options);
break;
default:
item = new Item(this.engine, uid, options);
break
}
this.gameObjects.animated.push(item);
};
};
@ -117,7 +128,7 @@ microwave: 3.744
{
name:'Banana',
image:'banana.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight: 1,
width:5,
@ -131,7 +142,7 @@ microwave: 3.744
{
name:'Refridgerator',
image:'fridge.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight: 10,
width:31,
@ -144,7 +155,7 @@ microwave: 3.744
{
name:'Microwave',
image:'microwave.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight: 4,
width:19,
@ -158,7 +169,7 @@ microwave: 3.744
{
name:'Large Cleaver',
image:'cleaver_large.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight: 3,
width:8,
@ -171,7 +182,7 @@ microwave: 3.744
{
name:'Small Cleaver',
image:'cleaver_small.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight:2,
width:6,
@ -184,7 +195,7 @@ microwave: 3.744
{
name:'Coffeemachine',
image:'coffeemachine.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight:2.4,
width:11,
@ -196,7 +207,7 @@ microwave: 3.744
{
name:'Knife',
image:'knife.gif',
shape:'rectangle',
type:'rectangle',
category:'kitchen',
weight:1.5,
width:4,
@ -209,7 +220,7 @@ microwave: 3.744
{
name:'Laundry Machine',
image:'laundry_machine.gif',
shape:'rectangle',
type:'rectangle',
category:'laundry',
weight: 15,
width:24,
@ -218,6 +229,19 @@ microwave: 3.744
y:0,
rotation: 0,
grabAngle: -0.5
},
{
name:'Skateboard',
image:'skateboard.gif',
type:'skateboard',
category:'outdoor',
weight: 5,
width:26,
height:6,
x:200,
y:0,
rotation: 0,
grabAngle: -1.5
}
],
tiles: /*

View file

@ -0,0 +1,9 @@
define([
"Game/Core/GameObjects/Items/Skateboard"
],
function(Parent) {
return Parent;
});