mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
Migrate Box2D to Planck.js in core game logic, items, debug draw, and menu. Remove legacy Box2D references, update level and item loading, and improve debug draw for Planck.
This commit is contained in:
parent
799601f24d
commit
da6e9a244b
15 changed files with 66 additions and 201 deletions
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@ -51,18 +51,17 @@ function (Parent, Item, Box2D, nc, Assert) {
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var ownVelocity = this.body.getLinearVelocity();
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var b2Math = Box2D.Common.Math.b2Math;
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var absItemVelocity = b2Math.AbsV(itemVelocity);
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var absItemVelocity = { x: Math.abs(itemVelocity.x), y: Math.abs(itemVelocity.y) };
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var min = 1;
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var damage = 0;
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if(absItemVelocity.x > min || absItemVelocity.y > min) {
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if(item.lastMoved && item.lastMoved.player != this.player) {
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var collision = b2Math.SubtractVV(itemVelocity, ownVelocity);
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var collision = planck.Vec2(itemVelocity).sub(planck.Vec2(ownVelocity));
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// Tested max velocity banana: 50
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var velocityDamage = collision.Length() / 50;
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var velocityDamage = collision.length() / 50;
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// Max weight of piano: 15
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var weightDamage = item.options.weight / 15;
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@ -115,6 +115,13 @@ function (Settings, nc, Screenfull, Graph, pointerLockManager) {
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li.appendChild(this.ping);
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this.devToolsContainer.appendChild(li);
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// Add 'planck' label in its own li next to fullscreen
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li = document.createElement("li");
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var planckLabel = document.createElement("label");
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planckLabel.style.fontWeight = "bold";
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planckLabel.textContent = "planck";
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li.appendChild(planckLabel);
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this.devToolsContainer.appendChild(li);
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// create debug mode
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li = document.createElement("li");
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@ -129,7 +136,6 @@ function (Settings, nc, Screenfull, Graph, pointerLockManager) {
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li.appendChild(label);
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this.devToolsContainer.appendChild(li);
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// create Fullscreen
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li = document.createElement("li");
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li.id = "fullscreen";
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@ -6,174 +6,13 @@ function (Box2D) {
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"use strict";
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var Parent = Box2D.Dynamics.b2DebugDraw;
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function DebugDraw() {
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Parent.call(this);
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this.m_drawScale = 1;
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// Wrapper for PlanckDebugDraw
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function DebugDraw(canvas) {
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// Use the PlanckDebugDraw implementation
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var PlanckDebugDraw = require('./PlanckDebugDraw');
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return new PlanckDebugDraw(canvas);
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}
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DebugDraw.prototype = Object.create(Parent.prototype);
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DebugDraw.prototype.setColor = function(color) {
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this.m_ctx.debugColor = color.color;
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this.m_ctx.debugFillAlpha = this.m_fillAlpha;
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this.m_ctx.lineStyle(1, this.m_ctx.debugColor, this.m_alpha);
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};
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DebugDraw.prototype.SetSprite = function(sprite) {
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this.m_ctx = sprite;
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this.m_sprite = {
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graphics: {
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clear: function () {
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sprite.clear();
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sprite.lineStyle(1, 0xffffff, 0.8);
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}
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}
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};
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this.m_ctx.beginPath = function() {
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this.beginFill(this.debugColor, this.debugFillAlpha);
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};
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this.m_ctx.closePath = function() {
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this.endFill();
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};
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this.m_ctx.fill = function() {
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this.endFill();
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};
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this.m_ctx.stroke = function() {
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// do nothing
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};
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this.m_ctx.arc = function(x, y, radius, startingAngle, endingAngle, counterClockwise) {
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this.drawCircle(x, y, radius);
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}
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};
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DebugDraw.prototype.DrawPolygon = function (vertices, vertexCount, color) {
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this.setColor(color);
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Parent.prototype.DrawPolygon.call(this, arguments);
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};
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DebugDraw.prototype.DrawSolidPolygon = function (vertices, vertexCount, color) {
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this.setColor(color);
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Parent.prototype.DrawSolidPolygon.apply(this, arguments);
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};
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DebugDraw.prototype.DrawCircle = function (center, radius, color) {
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this.setColor(color);
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Parent.prototype.DrawCircle.apply(this, arguments);
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};
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DebugDraw.prototype.DrawSolidCircle = function (center, radius, axis, color) {
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this.setColor(color);
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Parent.prototype.DrawSolidCircle.apply(this, arguments);
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};
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DebugDraw.prototype.DrawSegment = function (p1, p2, color) {
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this.setColor(color);
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Parent.prototype.DrawSegment.apply(this, arguments);
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};
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DebugDraw.prototype.DrawTransform = function (xf) {
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this.setColor(0xff0000);
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Parent.prototype.DrawTransform.apply(this, arguments);
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};
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/*
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DebugDraw.prototype.DrawPolygon = function (vertices, vertexCount, color) {
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if (!vertexCount) return;
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var s = this.m_ctx;
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var drawScale = this.m_drawScale;
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s.beginPath();
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s.strokeStyle = this._color(color.color, this.m_alpha);
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s.moveTo(vertices[0].x * drawScale, vertices[0].y * drawScale);
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for (var i = 1; i < vertexCount; i++) {
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s.lineTo(vertices[i].x * drawScale, vertices[i].y * drawScale);
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}
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s.lineTo(vertices[0].x * drawScale, vertices[0].y * drawScale);
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s.closePath();
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s.stroke();
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};
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DebugDraw.prototype.DrawSolidPolygon = function (vertices, vertexCount, color) {
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if (!vertexCount) return;
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var s = this.m_ctx;
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var drawScale = this.m_drawScale;
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s.beginPath();
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s.strokeStyle = this._color(color.color, this.m_alpha);
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s.fillStyle = this._color(color.color, this.m_fillAlpha);
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s.moveTo(vertices[0].x * drawScale, vertices[0].y * drawScale);
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for (var i = 1; i < vertexCount; i++) {
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s.lineTo(vertices[i].x * drawScale, vertices[i].y * drawScale);
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}
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s.lineTo(vertices[0].x * drawScale, vertices[0].y * drawScale);
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s.closePath();
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s.fill();
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s.stroke();
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};
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DebugDraw.prototype.DrawCircle = function (center, radius, color) {
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if (!radius) return;
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var s = this.m_ctx;
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var drawScale = this.m_drawScale;
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s.beginPath();
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s.strokeStyle = this._color(color.color, this.m_alpha);
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s.arc(center.x * drawScale, center.y * drawScale, radius * drawScale, 0, Math.PI * 2, true);
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s.closePath();
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s.stroke();
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};
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DebugDraw.prototype.DrawSolidCircle = function (center, radius, axis, color) {
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if (!radius) return;
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var s = this.m_ctx,
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drawScale = this.m_drawScale,
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cx = center.x * drawScale,
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cy = center.y * drawScale;
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s.moveTo(0, 0);
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s.beginPath();
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s.strokeStyle = this._color(color.color, this.m_alpha);
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s.fillStyle = this._color(color.color, this.m_fillAlpha);
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s.arc(cx, cy, radius * drawScale, 0, Math.PI * 2, true);
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s.moveTo(cx, cy);
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s.lineTo((center.x + axis.x * radius) * drawScale, (center.y + axis.y * radius) * drawScale);
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s.closePath();
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s.fill();
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s.stroke();
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};
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DebugDraw.prototype.DrawSegment = function (p1, p2, color) {
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var s = this.m_ctx,
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drawScale = this.m_drawScale;
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s.strokeStyle = this._color(color.color, this.m_alpha);
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s.beginPath();
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s.moveTo(p1.x * drawScale, p1.y * drawScale);
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s.lineTo(p2.x * drawScale, p2.y * drawScale);
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s.closePath();
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s.stroke();
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};
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DebugDraw.prototype.DrawTransform = function (xf) {
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var s = this.m_ctx,
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drawScale = this.m_drawScale;
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s.beginPath();
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s.strokeStyle = this._color(0xff0000, this.m_alpha);
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s.moveTo(xf.position.x * drawScale, xf.position.y * drawScale);
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s.lineTo((xf.position.x + this.m_xformScale * xf.R.col1.x) * drawScale, (xf.position.y + this.m_xformScale * xf.R.col1.y) * drawScale);
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s.strokeStyle = this._color(0xff00, this.m_alpha);
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s.moveTo(xf.position.x * drawScale, xf.position.y * drawScale);
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s.lineTo((xf.position.x + this.m_xformScale * xf.R.col2.x) * drawScale, (xf.position.y + this.m_xformScale * xf.R.col2.y) * drawScale);
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s.closePath();
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s.stroke();
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};
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*/
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return DebugDraw;
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});
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@ -91,7 +91,7 @@ function () {
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CHANNEL_END_ROUND_TIME: 20, //10,
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CHANNEL_DEFAULT_MAX_USERS: 10,
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CHANNEL_DEFAULT_SCORE_LIMIT: 5,
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CHANNEL_DEFAULT_LEVELS: ["debug"],
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CHANNEL_DEFAULT_LEVELS: ["stones", "gangsta", "residence"],
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CHANNEL_RECORD_SESSION: false,
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// ME STATE
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@ -117,7 +117,7 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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shape: planck.Box(
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r / 2 / R,
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(h / 2 + r / 4) / R,
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planck.Vec2(sign * r / 2 / R, h / 2 / R)
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planck.Vec2(sign * r / 2 / R, 0)
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),
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density: 0,
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friction: 0,
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@ -133,7 +133,7 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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// Area sensor
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addFixture({
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shape: planck.Box((w + a) / 2 / R, (h + a) / 2 / R, planck.Vec2(0, h / 2 / R)),
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shape: planck.Box((w + a) / 2 / R, (h + a) / 2 / R, planck.Vec2(0, 0)),
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density: 0,
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friction: 0,
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restitution: 0,
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@ -319,15 +319,20 @@ function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Asse
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Assert.number(this.lookDirection);
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var handPosition = planck.Vec2(
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bodyPosition.x + ((this.width / 2 / Settings.RATIO) * this.lookDirection),
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bodyPosition.y - this.height / 4 * 2 / Settings.RATIO // 2/3 of the body height
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bodyPosition.y - 0 / Settings.RATIO // 2/3 of the body height
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);
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this.holdingItem.reposition(handPosition, this.lookDirection);
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var jointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
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jointDef.initialize(this.body, this.holdingItem.body, this.holdingItem.getGrabPoint());
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this.holdingJoint = this.body.getWorld().createJoint(jointDef);
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// Planck.js WeldJoint
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var jointDef = {
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bodyA: this.body,
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bodyB: this.holdingItem.body,
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localAnchorA: this.body.getLocalPoint(this.holdingItem.getGrabPoint()),
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localAnchorB: this.holdingItem.body.getLocalPoint(this.holdingItem.getGrabPoint()),
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referenceAngle: 0
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};
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this.holdingJoint = this.body.getWorld().createJoint(planck.WeldJoint(jointDef));
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}
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};
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@ -8,7 +8,7 @@ define([
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"Lib/Utilities/Assert"
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],
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function (Parent, Box2D, optionsHelper, Settings, Exception, nc, Assert) {
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function (Parent, planck, optionsHelper, Settings, Exception, nc, Assert) {
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"use strict";
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@ -35,10 +35,10 @@ function (Parent, Box2D, optionsHelper, Settings, Exception, nc, Assert) {
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Parent.call(this, physicsEngine, uid);
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this.createFixture();
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this.body.ResetMassData();
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this.body.resetMassData();
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this.flipDirection = 1;
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if (this.body.getMass() < 1) {
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this.body.SetBullet(true);
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this.body.setBullet(true);
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}
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nc.trigger(nc.ns.core.game.worldUpdateObjects.add, this);
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@ -124,8 +124,8 @@ function (Parent, Box2D, optionsHelper, Settings, Exception, nc, Assert) {
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handPosition.x + ((this.options.width / Settings.RATIO / 2) * direction),
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handPosition.y
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);
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this.body.SetPosition(position);
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this.body.SetAngle((this.options.grabAngle || 0.0) * direction);
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this.body.setPosition(position);
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this.body.setAngle((this.options.grabAngle || 0.0) * direction);
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this.flip(direction);
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};
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@ -148,7 +148,7 @@ function (Parent, Box2D, optionsHelper, Settings, Exception, nc, Assert) {
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var x = options.x * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.x;
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var y = -options.y * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.y;
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var vector = planck.Vec2(x, y);
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body.SetLinearVelocity(vector);
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body.setLinearVelocity(vector);
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var av = -options.av * Settings.MAX_THROW_ANGULAR_VELOCITY;
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body.setAngularVelocity(av);
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@ -8,7 +8,7 @@ define([
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"Game/Config/ItemSettings",
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],
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function (Parent, Box2D, Settings, nc, Assert, optionsHelper, ItemSettings) {
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function (Parent, planck, Settings, nc, Assert, optionsHelper, ItemSettings) {
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"use strict";
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@ -4,7 +4,7 @@ define([
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"Game/Config/Settings"
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],
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function (Parent, Box2D, Settings) {
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function (Parent, planck, Settings) {
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"use strict";
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@ -9,7 +9,7 @@ define([
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// "json!Game/Asset/RubeDoll.json" // Temporarily disabled during Planck.js migration
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],
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function (Parent, /* RubeLoader, */ Box2D, Settings, Assert, nc, Matrix /* , RubeDollJson */) {
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function (Parent, /* RubeLoader, */ planck, Settings, Assert, nc, Matrix /* , RubeDollJson */) {
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"use strict";
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@ -5,7 +5,7 @@ define([
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"Lib/Utilities/Assert"
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],
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function (Parent, Box2D, Settings, Assert) {
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function (Parent, planck, Settings, Assert) {
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"use strict";
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@ -159,15 +159,7 @@ function (Parent, Box2D, Settings, Assert) {
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var wheelBody = this.body.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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var revoluteJointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
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//revoluteJointDef.enableMotor = false;
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revoluteJointDef.initialize(this.body, wheelBody, wheelBody.getWorldCenter());
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var j = this.body.getWorld().createJoint(revoluteJointDef);
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// See top of file for Planck.js joint creation reference.
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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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@ -3,7 +3,7 @@ define([
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"Lib/Vendor/Planck"
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],
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function (Parent, Box2D) {
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function (Parent, planck) {
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"use strict";
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@ -10,7 +10,7 @@ define([
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"Game/" + GLOBALS.context + "/GameObjects/Items/RagDoll",
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"Game/" + GLOBALS.context + "/GameObjects/Items/RubeDoll"
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], function (Settings, Box2D, nc, Abstract, CollisionDetector, Tile, Item, Skateboard, RagDoll, RubeDoll) {
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], function (Settings, planck, nc, Abstract, CollisionDetector, Tile, Item, Skateboard, RagDoll, RubeDoll) {
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"use strict";
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@ -13,7 +13,7 @@ define([
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
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], function (Parent, Settings, ItemSettings, Box2D, optionsHelper, Exception, nc, Assert, AbstractLayer, CollisionDetector, Tile, Item, Skateboard) {
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], function (Parent, Settings, ItemSettings, planck, optionsHelper, Exception, nc, Assert, AbstractLayer, CollisionDetector, Tile, Item, Skateboard) {
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"use strict";
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@ -172,6 +172,14 @@ function (Settings, ColorConverter, Exception, pointerLockManager, qs) {
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function populateMaps() {
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ajax("getMaps", {}, function(responseText) {
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var maps = JSON.parse(responseText).success;
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// Sort maps to put debug at the end
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maps.sort(function(a, b) {
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if (a === "debug") return 1;
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if (b === "debug") return -1;
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return a.localeCompare(b);
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});
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var html = "";
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for (var i = 0; i < maps.length; i++) {
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var map = maps[i];
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