define([ "Game/" + GLOBALS.context + "/GameObjects/GameObject", "Lib/Vendor/Box2D", "Lib/Utilities/Options", "Game/Config/Settings", "Lib/Utilities/Exception", "Lib/Utilities/NotificationCenter" ], function (Parent, Box2D, Options, Settings, Exception, Nc) { "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 = Options.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; Nc.trigger(Nc.ns.core.game.gameObject.add, 'animated', this); } 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.getFixtureDef = 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; 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) { // overwrite if necessary }; Item.prototype.beingReleased = function(player) { // overwrite if necessary }; Item.prototype.onCollisionChange = function(isColliding, fixture, info) { // overwrite if necessary }; Item.prototype.reposition = function(handPosition, direction) { this.body.SetAwake(true); var position = new Box2D.Common.Math.b2Vec2( handPosition.x + ((this.options.width / Settings.RATIO / 2) * direction), handPosition.y ) this.body.SetPosition(position); this.flip(direction); this.body.SetAngle((this.options.grabAngle || 0) * direction); }; Item.prototype.getGrabPoint = function() { return this.body.GetWorldCenter(); }; Item.prototype.throw = function(options, carrierVelocity) { var body = this.body; body.SetAwake(true); var vector = new Box2D.Common.Math.b2Vec2( options.x * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.x, -options.y * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.y ); this.body.SetLinearVelocity(vector); body.SetAngularVelocity(-options.av * Settings.MAX_THROW_ANGULAR_VELOCITY); }; Item.prototype.destroy = function() { Nc.trigger(Nc.ns.core.game.gameObject.remove, 'animated', this); Parent.prototype.destroy.call(this); }; return Item; });