mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 18:47:35 +00:00
- Replace Box2D.js with Planck.js physics engine - Update all require paths from 'Lib/Vendor/Box2D' to 'Lib/Vendor/Planck' - Convert Box2D contact listeners to Planck.js event system - Fix all method name capitalization (Get* -> get*, Set* -> set*) - Update collision detection system for Planck.js compatibility - Server now starts successfully and basic physics working - Character can land on platforms - core physics functional Major milestone: Game now running on modern, maintained physics engine
119 lines
No EOL
3.2 KiB
JavaScript
119 lines
No EOL
3.2 KiB
JavaScript
define([
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"Game/Core/GameObjects/Items/RagDoll",
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"Game/Core/GameObjects/Item",
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"Game/Config/Settings",
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"Lib/Utilities/NotificationCenter",
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"Game/Client/View/Abstract/Layer"
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],
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function (Parent, CoreItem, Settings, nc, Layer) {
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"use strict";
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function RagDoll(physicsEngine, uid, options) {
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this.layerId = Layer.ID.SPAWN;
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this.limbMeshes = {};
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this.baseMeshName = "chest";
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this.characterName = "Chuck";
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Parent.call(this, physicsEngine, uid, options);
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}
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RagDoll.prototype = Object.create(Parent.prototype);
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RagDoll.prototype.createMesh = function() {
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for(var name in this.options.limbs) {
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this.createLimbMesh(name);
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}
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};
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RagDoll.prototype.createLimbMesh = function(name) {
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var self = this;
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var texturePath = Settings.GRAPHICS_PATH
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+ Settings.GRAPHICS_SUBPATH_CHARACTERS + '/'
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+ this.characterName + '/';
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var callback = function(mesh) {
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if(name == self.baseMeshName) {
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self.mesh = mesh;
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} else {
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self.limbMeshes[name] = mesh;
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}
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nc.trigger(nc.ns.client.view.mesh.add, self.layerId, mesh);
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}
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nc.trigger(nc.ns.client.view.mesh.create,
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this.layerId,
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texturePath + name + ".png",
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callback,
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{
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width: this.options.limbs[name].width,
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height: this.options.limbs[name].height,
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pivot: {
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x: this.options.limbs[name].width / 2,
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y: this.options.limbs[name].height / 2
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}
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}
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);
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};
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RagDoll.prototype.render = function() {
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Parent.prototype.render.call(this);
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if(this.limbs) {
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for(var name in this.limbMeshes) {
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if(this.limbs[name]) {
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.limbMeshes[name],
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{
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x: this.limbs[name].getPosition().x * Settings.RATIO,
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y: this.limbs[name].getPosition().y * Settings.RATIO,
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rotation: this.limbs[name].getAngle()
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}
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);
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}
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}
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}
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}
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RagDoll.prototype.flip = function(direction) {
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var oldFlipDirection = this.flipDirection;
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// Parent of parent
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CoreItem.prototype.flip.call(this, direction);
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if(oldFlipDirection != direction) {
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.mesh,
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{
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xScale: direction
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}
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);
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for (var name in this.limbMeshes) {
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.limbMeshes[name],
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{
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xScale: direction
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}
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);
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};
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}
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};
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RagDoll.prototype.destroy = function() {
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for (var name in this.limbMeshes) {
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nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.limbMeshes[name]);
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};
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Parent.prototype.destroy.call(this);
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};
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return RagDoll;
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}); |