chuck.js/app/Game/Core/GameObjects/Item.js

156 lines
No EOL
4.8 KiB
JavaScript

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) {
this.accelerateBody(this.body, options, carrierVelocity);
};
Item.prototype.accelerateBody = function(body, options, carrierVelocity) {
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
);
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;
});