define([ "Game/" + GLOBALS.context + "/GameObjects/GameObject", "Lib/Vendor/Box2D", "Game/Config/Settings" ], function (Parent, Box2D, Settings) { function Item(physicsEngine, uid, options) { this.options = options; Parent.call(this, physicsEngine, uid); this.createFixture(); this.body.ResetMassData(); this.flipDirection = 1; } Item.prototype = Object.create(Parent.prototype); Item.prototype.getBodyDef = function() { var bodyDef = new Box2D.Dynamics.b2BodyDef(); bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; bodyDef.position.x = this.options.x / Settings.RATIO; bodyDef.position.y = this.options.y / Settings.RATIO; bodyDef.angle = 0; return bodyDef; } Item.prototype.createFixture = function () { 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 = new Box2D.Collision.Shapes.b2CircleShape(); itemShape.SetRadius(r); itemShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, -r)); } else { itemShape = new Box2D.Collision.Shapes.b2PolygonShape(); itemShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(h/2))); } var fixtureDef = new Box2D.Dynamics.b2FixtureDef(); fixtureDef.shape = itemShape; var offset = 4, factor = 80; var density = ((this.options.weight + offset) / this.options.width / this.options.height) * factor; fixtureDef.density = density; fixtureDef.friction = Settings.ITEM_FRICTION; fixtureDef.restitution = this.options.bounce ? this.options.bounce / 10 : Settings.ITEM_RESTITUTION; fixtureDef.isSensor = false; this.body.CreateFixture(fixtureDef); } Item.prototype.flip = function(direction) { this.flipDirection = direction; // FIXME: implement body flip if necessary }; return Item; });