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added washing machine, fixed grabbing and rotation and position
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parent
3a07d946b0
commit
fa9a0d5d22
5 changed files with 55 additions and 13 deletions
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@ -250,10 +250,11 @@ 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 - (this.holdingItem.options.height / Settings.RATIO / 2)
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p.y - 1
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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(0);
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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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jointDef.Initialize(this.body, this.holdingItem.body, this.holdingItem.body.GetWorldCenter());
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@ -273,11 +274,11 @@ function (Parent, Box2D, Settings, CollisionDetector, Item) {
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body.ApplyImpulse(
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new Box2D.Common.Math.b2Vec2(
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x * Settings.MAX_THROW_FORCE,
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-y * Settings.MAX_THROW_FORCE * 2 // 2 is to throw higher then far
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-y * Settings.MAX_THROW_FORCE * 1.5 // 1.5 is to throw higher then far
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),
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body.GetLocalCenter()
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);
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body.SetAngularVelocity(5);
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body.SetAngularVelocity(8 * x);
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};
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Doll.prototype.onFootSensorDetection = function(isColliding, fixture) {
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@ -11,6 +11,7 @@ function (Parent, Box2D, Settings) {
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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.flipDirection = 1;
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}
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Item.prototype = Object.create(Parent.prototype);
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@ -46,6 +47,12 @@ function (Parent, Box2D, Settings) {
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this.body.CreateFixture(fixtureDef);
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}
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Item.prototype.flip = function(direction) {
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this.flipDirection = direction;
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// FIXME: implement body flip if necessary
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};
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return Item;
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