some more renaming

This commit is contained in:
logsol 2012-07-21 21:37:24 +02:00
parent 9de3147406
commit bd45f538c7
34 changed files with 0 additions and 0 deletions

View file

@ -0,0 +1,263 @@
define(["Chuck/Settings", "Chuck/Constants", "Vendor/Box2D"], function(Settings, Constants, Box2D) {
// Public
function Level(path, engine) {
this.path = path;
this.engine = engine;
this.levelObject = null;
}
Level.prototype.loadLevelInToEngine = function() {
this.loadLevelObjectFromPath(this.path);
this.createPhysicTiles();
}
Level.prototype.unload = function() {
// TODO unload level from engine if necessary
// Perhaps just remove all bodies?
}
// Private
Level.prototype.createPhysicTiles = function () {
if (!this.levelObject || !this.levelObject.tiles || this.levelObject.tiles.length < 1) {
throw "Level: Can't create physic tiles, no tiles found";
}
var tiles = this.levelObject.tiles;
for (var i = tiles.length - 1; i >= 0; i--) {
this.createPhysicTile(tiles[i]);
}
}
Level.prototype.createPhysicTile = function(tile) {
tile.r = tile.r || 0;
var vertices = this.createVertices(tile);
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
bodyDef.position.x = tile.x * Settings.TILE_SIZE / Settings.RATIO;
bodyDef.position.y = tile.y * Settings.TILE_SIZE / Settings.RATIO;
bodyDef.angle = tile.r * 90 * Math.PI / 180;
var tileShape = new Box2D.Collision.Shapes.b2PolygonShape();
tileShape.SetAsArray(vertices, vertices.length);
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.shape = tileShape;
fixtureDef.density = 0;
fixtureDef.friction = Settings.TILE_FRICTION;
fixtureDef.restitution = Settings.TILE_RESTITUTION;
fixtureDef.isSensor = false;
fixtureDef.userData = Constants.COLLISION_IDENTIFIER_TILE;
this.engine.createBody(bodyDef).CreateFixture(fixtureDef);
}
Level.prototype.createVertices = function(tile) {
var vs = [];
switch(tile.s) {
case 1:
this.addVec(vs, -1, -1); // o o o
this.addVec(vs, 1, -1); // o o o
this.addVec(vs, 1, 1); // o o o
this.addVec(vs, -1, 1);
break;
case 2:
this.addVec(vs, -1, -1); // o
this.addVec(vs, 1, 1); // o o
this.addVec(vs, -1, 1); // o o o
break;
case 3:
this.addVec(vs, -1, -1); // o
this.addVec(vs, 0, 1); // o
this.addVec(vs, -1, 1); // o o
break;
case 4:
this.addVec(vs, -1, -1); // o
this.addVec(vs, 1, 0); // o o o
this.addVec(vs, 1, 1); // o o o
this.addVec(vs, -1, 1);
break;
case 5:
this.addVec(vs, 1, -1); // o
this.addVec(vs, 1, 1); // o
this.addVec(vs, 0, 1); // o o
break;
case 6:
this.addVec(vs, 1, -1); // o
this.addVec(vs, 1, 1); // o o o
this.addVec(vs, -1, 1); // o o o
this.addVec(vs, -1, 0);
break;
case 7:
this.addVec(vs, -1, 0); //
this.addVec(vs, 0, 1); // o
this.addVec(vs, -1, 1); // o o
break;
case 8:
this.addVec(vs, -1, -1); // o o
this.addVec(vs, 0, -1); // o o o
this.addVec(vs, 1, 0); // o o o
this.addVec(vs, 1, 1);
this.addVec(vs, -1, 1);
break;
default:
break;
}
return vs;
}
Level.prototype.mkArg = function(multiplier) {
return Settings.TILE_SIZE / 2 / Settings.RATIO * multiplier;
}
Level.prototype.addVec = function(vs, m1, m2) {
return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
}
Level.prototype.loadLevelObjectFromPath = function(path) {
// TODO: load JSON levelObject from path
// s: shape
// x: x-position
// y: y-position
// r: rotation (optional)
// Shapes:
// 1
// o o o
// o o o
// o o o
// 2
// o
// o o
// o o o
// 3
// o
// o
// o o
// 4
// o
// o o o
// o o o
// 5
// o
// o
// o o
// 6
// o
// o o o
// o o o
// 7
//
// o
// o o
// 8
// o o
// o o o
// o o o
this.levelObject = {
tiles: [
{s:1, x:3, y:18},
{s:1, x:37, y:27},
{s:1, x:20, y:24},
{s:1, x:24, y:27},
{s:1, x:37, y:26},
{s:1, x:9, y:18},
{s:2, x:32, y:25, r:1},
{s:1, x:23, y:27},
{s:3, x:34, y:24, r:1},
{s:1, x:35, y:28},
{s:4, x:17, y:21},
{s:2, x:21, y:24},
{s:2, x:42, y:23, r:3},
{s:3, x:30, y:24, r:3},
{s:2, x:22, y:25},
{s:1, x:40, y:25},
{s:1, x:38, y:26},
{s:1, x:8, y:18},
{s:1, x:38, y:25},
{s:1, x:28, y:28},
{s:1, x:36, y:27},
{s:1, x:7, y:18},
{s:2, x:20, y:23},
{s:2, x:43, y:23, r:1},
{s:6, x:31, y:24},
{s:1, x:16, y:21},
{s:1, x:1, y:18},
{s:1, x:31, y:29},
{s:2, x:30, y:25, r:2},
{s:4, x:11, y:18},
{s:1, x:28, y:27},
{s:1, x:28, y:26},
{s:1, x:28, y:29},
{s:1, x:19, y:23},
{s:5, x:12, y:18, r:1},
{s:1, x:42, y:24},
{s:6, x:33, y:24, r:2},
{s:1, x:39, y:25},
{s:1, x:33, y:29},
{s:1, x:29, y:29},
{s:1, x:21, y:25},
{s:1, x:27, y:27},
{s:5, x:16, y:20, r:1},
{s:1, x:5, y:18},
{s:5, x:18, y:21, r:1},
{s:4, x:13, y:19},
{s:1, x:14, y:20},
{s:1, x:30, y:29},
{s:1, x:4, y:18},
{s:1, x:6, y:18},
{s:1, x:2, y:18},
{s:1, x:32, y:24},
{s:1, x:34, y:29},
{s:1, x:32, y:29},
{s:2, x:1, y:16},
{s:1, x:10, y:18},
{s:1, x:42, y:25},
{s:2, x:28, y:25, r:3},
{s:2, x:0, y:16, r:2},
{s:1, x:22, y:27},
{s:1, x:25, y:27},
{s:1, x:31, y:25},
{s:5, x:14, y:19, r:1},
{s:1, x:41, y:25},
{s:1, x:36, y:28},
{s:4, x:15, y:20},
{s:2, x:19, y:22},
{s:3, x:26, y:26, r:3},
{s:1, x:26, y:27},
{s:1, x:18, y:22},
{s:6, x:27, y:26},
{s:1, x:22, y:26},
{s:1, x:1, y:17},
{s:1, x:35, y:29},
{s:1, x:12, y:19}
]
}
}
return Level;
})