first attempt to implement GameObject

This commit is contained in:
Jeena 2013-12-19 15:16:15 +01:00
parent aa30a23ca1
commit fe0d4a66e2
14 changed files with 328 additions and 129 deletions

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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;
});

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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;
});