define([ "Game/" + GLOBALS.context + "/GameObjects/GameObject", "Lib/Vendor/Planck", "Lib/Utilities/OptionsHelper", "Game/Config/Settings", "Lib/Utilities/Exception", "Lib/Utilities/NotificationCenter", "Lib/Utilities/Assert" ], function (Parent, planck, optionsHelper, Settings, Exception, nc, Assert) { "use strict"; function Item(physicsEngine, uid, options) { var floatOptions = { grabAngle: parseFloat(options.grabAngle), danger: parseFloat(options.danger), weight: parseFloat(options.weight), width: parseFloat(options.width), height: parseFloat(options.height), rotation: parseFloat(options.rotation), bounce: parseFloat(options.bounce), x: parseFloat(options.x), y: parseFloat(options.y) }; this.options = optionsHelper.merge(floatOptions, options); if(!this.options.category) { // FIXME add more validation //console.warn('item category empty (' + this.options.name + ')' ); } Parent.call(this, physicsEngine, uid); this.createFixture(); this.body.resetMassData(); this.flipDirection = 1; if (this.body.getMass() < 1) { this.body.setBullet(true); } nc.trigger(nc.ns.core.game.worldUpdateObjects.add, this); } Item.prototype = Object.create(Parent.prototype); Item.prototype.getBodyDef = function() { Assert.number(this.options.x, this.options.y); var bodyDef = { type: 'dynamic', position: planck.Vec2(this.options.x / Settings.RATIO, this.options.y / Settings.RATIO), angle: 0 }; return bodyDef; }; Item.prototype.getFixtureDef = function() { Assert.number(this.options.width, this.options.height); Assert.number(this.options.weight); Assert.number(this.options.bounce); var itemShape; var w = this.options.width / Settings.RATIO; var h = this.options.height / Settings.RATIO; if(this.options.type == "circle") { var r = (w + h) / 4 ; itemShape = planck.Circle(r, planck.Vec2(0, -r)); } else { itemShape = planck.Box(w / 2, h / 2, planck.Vec2(0, -(h/2))); } var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false }; fixtureDef.shape = itemShape; fixtureDef.density = this.options.weight; fixtureDef.friction = Settings.ITEM_FRICTION; fixtureDef.restitution = this.options.bounce ? this.options.bounce / 10 : Settings.ITEM_RESTITUTION; fixtureDef.isSensor = false; fixtureDef.userData = { onCollisionChange: this.onCollisionChange.bind(this) }; return fixtureDef; }; Item.prototype.createFixture = function () { var fixtureDef = this.getFixtureDef(); this.body.createFixture(fixtureDef); }; Item.prototype.flip = function(direction) { this.flipDirection = direction; // FIXME: implement body flip if necessary }; Item.prototype.beingGrabbed = function(player) { // jshint unused:false // overwrite if necessary }; Item.prototype.beingReleased = function(player) { // jshint unused:false // overwrite if necessary }; Item.prototype.onCollisionChange = function(isColliding, fixture, info) { // jshint unused:false // overwrite if necessary }; Item.prototype.reposition = function(handPosition, direction) { Assert.number(handPosition.x, handPosition.y); Assert.number(direction); Assert.number(this.options.width); Assert.number(this.options.grabAngle); this.body.setAwake(true); var position = planck.Vec2( handPosition.x + ((this.options.width / Settings.RATIO / 2) * direction), handPosition.y ); this.body.setPosition(position); this.body.setAngle((this.options.grabAngle || 0.0) * direction); this.flip(direction); }; Item.prototype.getGrabPoint = function() { return this.body.getWorldCenter(); }; Item.prototype.throw = function(options, carrierVelocity) { this.accelerateBody(this.body, options, carrierVelocity); }; Item.prototype.accelerateBody = function(body, options, carrierVelocity) { Assert.number(this.options.weight); Assert.number(carrierVelocity.x, carrierVelocity.y); Assert.number(options.x, options.y); Assert.number(options.av); body.setAwake(true); var x = options.x * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.x; var y = -options.y * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.y; var vector = planck.Vec2(x, y); body.setLinearVelocity(vector); var av = -options.av * Settings.MAX_THROW_ANGULAR_VELOCITY; body.setAngularVelocity(av); }; Item.prototype.destroy = function() { nc.trigger(nc.ns.core.game.worldUpdateObjects.remove, this); Parent.prototype.destroy.call(this); }; return Item; });