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refining js version
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15 changed files with 562 additions and 355 deletions
104
lib/Chuck/Physics/Doll.js
Executable file
104
lib/Chuck/Physics/Doll.js
Executable file
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Chuck.Physics.Doll = function(engine){
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this._engine = engine;
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this._body;
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this._legs;
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this._contactPoint;
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this.init(this._engine.getWorld());
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}
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Chuck.Physics.Doll.prototype.init = function (world) {
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var bodyDef = new Chuck.b2BodyDef();
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bodyDef.position.x = 220 / Chuck.Settings.RATIO;
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bodyDef.position.y = 0 / Chuck.Settings.RATIO;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Chuck.Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Chuck.b2Body.b2_dynamicBody;
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this._body = world.CreateBody(bodyDef);
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var fixtureDef = new Chuck.b2FixtureDef();
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fixtureDef.density = Chuck.Settings.PLAYER_DENSITY;
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fixtureDef.friction = 0;
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fixtureDef.restitution = Chuck.Settings.PLAYER_RESTITUTION;
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var headShape = new Chuck.b2CircleShape();
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headShape.SetRadius(5 / Chuck.Settings.RATIO);
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headShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -37 / Chuck.Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myHead';
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this._body.CreateFixture(fixtureDef);
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var bodyShape = new Chuck.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Chuck.Settings.RATIO, 16 / Chuck.Settings.RATIO, new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -21 / Chuck.Settings.RATIO));
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myBody';
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this._body.CreateFixture(fixtureDef);
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var legsShape = new Chuck.b2CircleShape();
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legsShape.SetRadius(5 / Chuck.Settings.RATIO);
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legsShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, -5 / Chuck.Settings.RATIO));
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Chuck.Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myLegs';
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this._legs = this._body.CreateFixture(fixtureDef);
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var feetShape = new Chuck.b2CircleShape();
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feetShape.SetRadius(4 / Chuck.Settings.RATIO);
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feetShape.SetLocalPosition(new Chuck.b2Vec2(0 / Chuck.Settings.RATIO, 0 / Chuck.Settings.RATIO));
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = 'myFeet';
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this._body.CreateFixture(fixtureDef);
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this._body.SetActive(false);
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}
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Chuck.Physics.Doll.prototype.spawn = function (x, y) {
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this._body.SetPosition(new Chuck.b2Vec2(x / Chuck.Settings.RATIO, y / Chuck.Settings.RATIO));
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this._body.SetActive(true);
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}
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Chuck.Physics.Doll.prototype.getBody = function () {
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return this._body;
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}
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Chuck.Physics.Doll.prototype._setFriction = function (friction) {
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if(!friction) friction = -1;
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if (this._legs.GetFriction() != friction)
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{
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this._legs.SetFriction(friction);
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}
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}
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Chuck.Physics.Doll.prototype.move = function (direction, speed) {
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this._setFriction(Chuck.Settings.PLAYER_MOTION_FRICTION);
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this._body.SetAwake(true);
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var vector = new Chuck.b2Vec2(speed * direction, this._body.GetLinearVelocity().y);
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this._body.SetLinearVelocity(vector);
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}
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Chuck.Physics.Doll.prototype.stop = function () {
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this._setFriction(Chuck.Settings.PLAYER_FRICTION);
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}
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Chuck.Physics.Doll.prototype.jump = function () {
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this._body.SetAwake(true);
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var vector = new Chuck.b2Vec2(0, -Chuck.Settings.JUMP_SPEED);
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this._body.ApplyImpulse(vector, this._body.GetPosition());
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// maybe change to a constant force instead of applying of force?
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// to prevent higher jumping running uphill, etc.
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}
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Chuck.Physics.Doll.prototype.jumping = function () {
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var vector = new Chuck.b2Vec2(0, -0.1);
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this._body.ApplyImpulse(vector, this._body.GetPosition());
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}
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