mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 18:47:35 +00:00
first attempt to implement GameObject
This commit is contained in:
parent
aa30a23ca1
commit
fe0d4a66e2
14 changed files with 328 additions and 129 deletions
29
app/Game/Core/GameObjects/GameObject.js
Normal file
29
app/Game/Core/GameObjects/GameObject.js
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
define([
|
||||
"Lib/Vendor/Box2D",
|
||||
"Lib/Utilities/Exception"
|
||||
],
|
||||
|
||||
function (Box2D, Exception) {
|
||||
|
||||
function GameObject(physicsEngine) {
|
||||
var def = this.getBodyDef();
|
||||
this.body = physicsEngine.getWorld().CreateBody(def);
|
||||
}
|
||||
|
||||
GameObject.prototype.getBodyDef = function() {
|
||||
throw new Exception('Abstract method GameObject.getBodyDef not overwritten');
|
||||
};
|
||||
|
||||
GameObject.prototype.destroy = function() {
|
||||
if(this.body instanceof Box2D.Dynamics.b2Body) {
|
||||
this.body.GetWorld().DestroyBody(this.body);
|
||||
}
|
||||
};
|
||||
|
||||
GameObject.prototype.getBody = function() {
|
||||
return this.body;
|
||||
};
|
||||
|
||||
return GameObject;
|
||||
|
||||
});
|
||||
122
app/Game/Core/GameObjects/Tile.js
Normal file
122
app/Game/Core/GameObjects/Tile.js
Normal file
|
|
@ -0,0 +1,122 @@
|
|||
define([
|
||||
"Game/" + GLOBALS.context + "/GameObjects/GameObject",
|
||||
"Lib/Vendor/Box2D",
|
||||
"Game/Config/Settings",
|
||||
"Game/" + GLOBALS.context + "/Collision/Detector"
|
||||
],
|
||||
|
||||
function (Parent, Box2D, Settings, CollisionDetector) {
|
||||
|
||||
function Tile(physicsEngine, options) {
|
||||
this.options = options;
|
||||
Parent.call(this, physicsEngine);
|
||||
this.createPhysicTile(this.options);
|
||||
}
|
||||
|
||||
Tile.prototype = Object.create(Parent.prototype);
|
||||
|
||||
Tile.prototype.getBodyDef = function() {
|
||||
|
||||
var bodyDef = new Box2D.Dynamics.b2BodyDef();
|
||||
bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
|
||||
bodyDef.position.x = this.options.x * Settings.TILE_SIZE / Settings.RATIO;
|
||||
bodyDef.position.y = this.options.y * Settings.TILE_SIZE / Settings.RATIO;
|
||||
bodyDef.angle = this.options.r * 90 * Math.PI / 180;
|
||||
|
||||
return bodyDef;
|
||||
}
|
||||
|
||||
Tile.prototype.createPhysicTile = function (tile) {
|
||||
tile.r = tile.r || 0;
|
||||
var vertices = this.createVertices(tile);
|
||||
|
||||
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 = CollisionDetector.IDENTIFIER.TILE;
|
||||
|
||||
this.body.CreateFixture(fixtureDef);
|
||||
}
|
||||
|
||||
Tile.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;
|
||||
}
|
||||
|
||||
Tile.prototype.mkArg = function (multiplier) {
|
||||
return Settings.TILE_SIZE / 2 / Settings.RATIO * multiplier;
|
||||
}
|
||||
|
||||
Tile.prototype.addVec = function (vs, m1, m2) {
|
||||
return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
|
||||
}
|
||||
|
||||
return Tile;
|
||||
|
||||
});
|
||||
Loading…
Add table
Add a link
Reference in a new issue