var bodiesNum = 3; var world; var b2Vec2 = Box2D.Common.Math.b2Vec2, b2AABB = Box2D.Collision.b2AABB, b2BodyDef = Box2D.Dynamics.b2BodyDef, b2Body = Box2D.Dynamics.b2Body, b2FixtureDef = Box2D.Dynamics.b2FixtureDef, b2Fixture = Box2D.Dynamics.b2Fixture, b2World = Box2D.Dynamics.b2World, b2MassData = Box2D.Collision.Shapes.b2MassData, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape, b2DebugDraw = Box2D.Dynamics.b2DebugDraw, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef, b2ContactListener = Box2D.Dynamics.b2ContactListener; function setupWorld(gravity) { world = new b2World(new b2Vec2(0, gravity), true); var fixDef = new b2FixtureDef; fixDef.density = 1.0; fixDef.friction = 0.99; fixDef.restitution = .51; var bodyDef = new b2BodyDef; // create ground bodyDef.type = b2Body.b2_staticBody; fixDef.shape = new 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 some objects var b1 = makeBox(2,3); var b2 = makeBox(3,3); } function makeBox(x, y){ var fixDef = new b2FixtureDef; fixDef.density = 1.0; fixDef.friction = 0.99; fixDef.restitution = .51; fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(0.5, 0.5); var bodyDef = new b2BodyDef; bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.x = x; bodyDef.position.y = y; world.CreateBody(bodyDef).CreateFixture(fixDef); return bodyDef; } function jump() { var body = findBody(1); body.SetAwake(true); body.ApplyImpulse(new b2Vec2(8, -15), body.GetPosition()); body.SetAngularVelocity(1.5); }