define(["Chuck/Physics/Engine", "Chuck/Player", "Box2D/Box2D"], function(PhysicsEngine, Player, Box2D){ function Processor () { this._me; this._physicsEngine; this._camera; this._repository; this._inputControlUnit; this._keyboardInput; this._bodyDef; this.init(); }; Processor.prototype.init = function() { this._physicsEngine = new PhysicsEngine(); { var world = this._physicsEngine.getWorld(); var fixDef = new Box2D.Dynamics.b2FixtureDef; fixDef.density = 1.0; fixDef.friction = 0.99; fixDef.restitution = .51; var bodyDef = new Box2D.Dynamics.b2BodyDef; // create ground bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody; fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape; fixDef.shape.SetAsBox(20, 2); bodyDef.position.Set(10, 400 / 30 + 1.8); world.CreateBody(bodyDef).CreateFixture(fixDef); bodyDef.position.Set(10, -1.8); world.CreateBody(bodyDef).CreateFixture(fixDef); fixDef.shape.SetAsBox(2, 14); bodyDef.position.Set(-1.8, 13); world.CreateBody(bodyDef).CreateFixture(fixDef); bodyDef.position.Set(21.8, 13); world.CreateBody(bodyDef).CreateFixture(fixDef); // create object bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape; fixDef.shape.SetAsBox(0.4, 0.4); bodyDef.position.x = 10; bodyDef.position.y = 2; bodyDef.userData = { 'bodyId': 1 + '' }; world.CreateBody(bodyDef).CreateFixture(fixDef); this._bodyDef = bodyDef; } this._me = new Player(this._physicsEngine, null); this._me.spawn(100, 0); /* //this._camera = Camera.getInstance() //this._repository = Repository.getInstance(); this._physicsEngine.setCollisionDetector(this._me); this._keyboardInput = new Chuck.Control.KeyboardInput(); this._inputControlUnit = new Chuck.Control.InputControlUnit(this._keyboardInput, this._me); new Chuck.Loader.Level(this._physicsEngine); //new Items(); //this._camera.follow(this._me); */ setInterval(this._update, 1000/60, this); //View.getInstance().getSprite().addEventListener(Event.ENTER_FRAME, this._update) } Processor.prototype.getPhysicsEngine = function() { return this._physicsEngine; } Processor.prototype.getMe = function() { return this._me; } Processor.prototype._update = function(self) { self._physicsEngine.update(); //console.log(self._physicsEngine.getWorld().GetBodyList().GetPosition()); //self._repository.update(); //self._keyboardInput.update(); //self._me.update(); //self._camera.update(); } return Processor; });