rebuilt skateboard without joints

This commit is contained in:
logsol 2015-04-20 15:58:41 +02:00
parent 97da7770d0
commit da62339a95
2 changed files with 118 additions and 19 deletions

View file

@ -12,16 +12,114 @@ function (Parent, Box2D, Settings, Assert) {
function Skateboard(physicsEngine, uid, options) {
Parent.call(this, physicsEngine, uid, options);
}
Skateboard.prototype = Object.create(Parent.prototype);
Skateboard.prototype.createFixture = function () {
Assert.number(this.options.width, this.options.height);
Assert.number(this.options.weight);
var deckShape = new Box2D.Collision.Shapes.b2PolygonShape();
var w = this.options.width / Settings.RATIO;
var h = 2 / Settings.RATIO;
deckShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(4.5 / Settings.RATIO)));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.shape = deckShape;
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 = 0.2;
fixtureDef.isSensor = false;
this.body.CreateFixture(fixtureDef);
this.addWheel(
-8,
-2.5
);
this.addWheel(
7,
-2.5
);
};
Skateboard.prototype.addWheel = function(x, y) {
Assert.number(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(2.5 / Settings.RATIO);
wheelShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
var offset = 4,
factor = 80;
var density = ((0.1 + offset) / 3 / 3) * factor;
fixtureDef.density = density;
fixtureDef.shape = wheelShape;
fixtureDef.restitution = 0.2;
fixtureDef.isSensor = false;
fixtureDef.friction = 0.0005;
this.body.CreateFixture(fixtureDef);
};
Skateboard.prototype.flip = function(direction) {
this.flipDirection = direction;
// FIXME: implement body flip if necessary
};
return Skateboard;
});
/*
define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Vendor/Box2D",
"Game/Config/Settings",
"Lib/Utilities/Assert"
],
function (Parent, Box2D, Settings, Assert) {
"use strict";
function Skateboard(physicsEngine, uid, options) {
Parent.call(this, physicsEngine, uid, options);
this.wheels = [
this.addWheel(
options.x + 8,
options.y - 1.5
),
this.addWheel(
options.x - 8,
options.y - 1.5
)
this.addWheel(
options.x + 8,
options.y - 1.5
),
this.addWheel(
options.x - 8,
options.y - 1.5
)
];
}
@ -53,13 +151,13 @@ function (Parent, Box2D, Settings, Assert) {
Skateboard.prototype.addWheel = function(x, y) {
Assert.number(x, y);
var bodyDef = new Box2D.Dynamics.b2BodyDef();
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();
var wheelShape = new Box2D.Collision.Shapes.b2CircleShape();
wheelShape.SetRadius(1.5 / Settings.RATIO);
wheelShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, 0));
@ -75,18 +173,18 @@ function (Parent, Box2D, Settings, Assert) {
var wheelBody = this.body.GetWorld().CreateBody(bodyDef);
wheelBody.CreateFixture(fixtureDef);
//var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
//var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
var revoluteJointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
//revoluteJointDef.enableMotor = false;
//revoluteJointDef.enableMotor = false;
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.GetWorldCenter());
var j = this.body.GetWorld().CreateJoint(revoluteJointDef);
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.GetWorldCenter());
var j = this.body.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.
// 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.
return wheelBody;
};
@ -116,4 +214,5 @@ function (Parent, Box2D, Settings, Assert) {
return Skateboard;
});
});
*/