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added skateboard :D
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6 changed files with 144 additions and 321 deletions
89
app/Game/Core/GameObjects/Items/Skateboard.js
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89
app/Game/Core/GameObjects/Items/Skateboard.js
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define([
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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"Lib/Vendor/Box2D",
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"Game/Config/Settings"
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],
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function (Parent, Box2D, Settings) {
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function Skateboard(physicsEngine, uid, options) {
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this.physicsEngine = physicsEngine;
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Parent.call(this, physicsEngine, uid, options);
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this.addWheel(
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options.x + 8,
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options.y + 1.5
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);
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this.addWheel(
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options.x - 8,
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options.y + 1.5
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);
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}
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Skateboard.prototype = Object.create(Parent.prototype);
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Skateboard.prototype.createFixture = function () {
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var itemShape = new Box2D.Collision.Shapes.b2PolygonShape();
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var w = this.options.width / Settings.RATIO;
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var h = 1.5 / Settings.RATIO;
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itemShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(1.5 / Settings.RATIO)));
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.shape = itemShape;
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var offset = 4,
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factor = 80;
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var density = ((this.options.weight + offset) / this.options.width / this.options.height) * factor;
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fixtureDef.density = density;
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fixtureDef.friction = Settings.ITEM_FRICTION;
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fixtureDef.restitution = Settings.ITEM_RESTITUTION;
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fixtureDef.isSensor = false;
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this.body.CreateFixture(fixtureDef);
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}
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Skateboard.prototype.addWheel = function(x, y) {
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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bodyDef.position.x = x / Settings.RATIO;
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bodyDef.position.y = y / Settings.RATIO;
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bodyDef.angle = 0;
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var wheelShape = new Box2D.Collision.Shapes.b2CircleShape();
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wheelShape.SetRadius(1.5 / Settings.RATIO);
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wheelShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, 0));
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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var offset = 4,
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factor = 80;
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var density = ((this.options.weight + offset) / this.options.width / this.options.height) * factor;
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fixtureDef.density = density;
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fixtureDef.shape = wheelShape;
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fixtureDef.isSensor = false;
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var wheelBody = this.physicsEngine.getWorld().CreateBody(bodyDef);
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wheelBody.CreateFixture(fixtureDef);
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var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
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revoluteJointDef.enableMotor = false;
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revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.GetWorldCenter());
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this.physicsEngine.getWorld().CreateJoint(revoluteJointDef);
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// FIXME this means, that we will have bodies in the world, which must not be
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// updated (wheels) because they are always connected to a body which will be updated.
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};
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Skateboard.prototype.flip = function(direction) {
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this.flipDirection = direction;
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// FIXME: implement body flip if necessary
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};
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return Skateboard;
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});
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