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fixed skateboard and mesh positioning
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parent
7220e3b388
commit
bdab2a5760
9 changed files with 83 additions and 45 deletions
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@ -10,6 +10,11 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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function Doll (physicsEngine, uid) {
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this.height = 43;
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this.width = 9;
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this.headHeight = 12;
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this.reachDistance = 20;
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Parent.call(this, physicsEngine, uid);
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this.standing = false;
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@ -33,8 +38,8 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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Doll.prototype.getBodyDef = function() {
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.position.x = 220 / Settings.RATIO;
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bodyDef.position.y = 0 / Settings.RATIO;
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bodyDef.position.x = 0;
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bodyDef.position.y = 0;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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@ -50,21 +55,25 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
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var headShape = new Box2D.Collision.Shapes.b2CircleShape();
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headShape.SetRadius(5 / Settings.RATIO);
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headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -35 / Settings.RATIO));
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headShape.SetRadius(this.width / 2 / Settings.RATIO);
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headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, -(this.height - (this.width / 2)) / Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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this.body.CreateFixture(fixtureDef);
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var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -19 / Settings.RATIO));
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bodyShape.SetAsOrientedBox(
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this.width / 2 / Settings.RATIO,
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(this.height - this.width) / 2 / Settings.RATIO,
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new Box2D.Common.Math.b2Vec2(0, -this.height / 2 / Settings.RATIO)
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);
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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this.body.CreateFixture(fixtureDef);
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var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
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legsShape.SetRadius(5 / Settings.RATIO);
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legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -3 / Settings.RATIO));
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legsShape.SetRadius(this.width / 2 / Settings.RATIO);
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legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, -this.width / 2 / Settings.RATIO));
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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@ -74,8 +83,8 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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fixtureDef.density = 0;
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var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
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feetShape.SetRadius(4 / Settings.RATIO);
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feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 2 / Settings.RATIO));
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feetShape.SetRadius((this.width - 1) / 2 / Settings.RATIO); // the -1 one prevents collisions with walls
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feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, 2 / Settings.RATIO)); // 2 is offset into ground
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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@ -86,7 +95,14 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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this.body.CreateFixture(fixtureDef);
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var grabSensorLeftShape = new Box2D.Collision.Shapes.b2PolygonShape();
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grabSensorLeftShape.SetAsOrientedBox(10 / Settings.RATIO, 20 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(-10 / Settings.RATIO, -10 / Settings.RATIO));
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grabSensorLeftShape.SetAsOrientedBox(
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this.reachDistance / 2 / Settings.RATIO,
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((this.height / 2) + this.reachDistance / 4) / Settings.RATIO,
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new Box2D.Common.Math.b2Vec2(
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-this.reachDistance / 2 / Settings.RATIO,
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-this.height / 2 / Settings.RATIO
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)
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);
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fixtureDef.shape = grabSensorLeftShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = {
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@ -97,7 +113,14 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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this.body.CreateFixture(fixtureDef);
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var grabSensorRightShape = new Box2D.Collision.Shapes.b2PolygonShape();
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grabSensorRightShape.SetAsOrientedBox(10 / Settings.RATIO, 20 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(10 / Settings.RATIO, -10 / Settings.RATIO));
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grabSensorRightShape.SetAsOrientedBox(
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this.reachDistance / 2 / Settings.RATIO,
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((this.height / 2) + this.reachDistance / 4) / Settings.RATIO,
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new Box2D.Common.Math.b2Vec2(
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this.reachDistance / 2 / Settings.RATIO,
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-this.height / 2 / Settings.RATIO
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)
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);
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fixtureDef.shape = grabSensorRightShape;
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fixtureDef.isSensor = true;
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@ -129,7 +152,19 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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}
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Doll.prototype.getPosition = function() {
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return this.body.GetPosition();
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var pos = this.body.GetPosition();
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return {
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x: pos.x,
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y: pos.y
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};
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};
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Doll.prototype.getHeadPosition = function() {
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var pos = this.body.GetPosition();
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return {
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x: pos.x,
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y: pos.y - (this.height - this.headHeight / 2) / Settings.RATIO
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};
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};
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Doll.prototype.setFriction = function (friction) {
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@ -249,11 +284,10 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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var p = this.body.GetPosition();
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this.holdingItem.body.SetPosition(new Box2D.Common.Math.b2Vec2(
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p.x + ((this.holdingItem.options.width / Settings.RATIO / 2 + 5 / Settings.RATIO) * this.lookDirection),
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p.y - 1
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p.x + ((this.holdingItem.options.width / Settings.RATIO / 2 + this.width / 2 / Settings.RATIO) * this.lookDirection),
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p.y - 1 // 1m in the air
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));
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this.holdingItem.flip(this.lookDirection);
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//this.holdingItem.body.SetAngle(Math.PI * 2 / 180 * 20 * -this.lookDirection);
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this.holdingItem.body.SetAngle((this.holdingItem.options.grabAngle || 0) * this.lookDirection);
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var jointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
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@ -13,11 +13,11 @@ function (Parent, Box2D, Settings) {
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this.wheels = [
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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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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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options.y - 1.5
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)
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];
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}
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@ -26,13 +26,13 @@ function (Parent, Box2D, Settings) {
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Skateboard.prototype.createFixture = function () {
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var itemShape = new Box2D.Collision.Shapes.b2PolygonShape();
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var deckShape = 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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deckShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(4.5 / Settings.RATIO)));
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.shape = itemShape;
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fixtureDef.shape = deckShape;
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var offset = 4,
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factor = 80;
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