mirror of
https://github.com/logsol/chuck.js.git
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- 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
87 lines
No EOL
2.2 KiB
JavaScript
Executable file
87 lines
No EOL
2.2 KiB
JavaScript
Executable file
define([
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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, Settings, nc, Layer) {
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"use strict";
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function Item(physicsEngine, uid, options) {
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this.layerId = Layer.ID.ITEM;
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Parent.call(this, physicsEngine, uid, options);
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this.ncTokens = this.ncTokens.concat([
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nc.on(nc.ns.client.game.events.render, this.render, this)
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]);
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}
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Item.prototype = Object.create(Parent.prototype);
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Item.prototype.createMesh = function() {
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var self = this;
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var texturePath = Settings.GRAPHICS_PATH
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+ Settings.GRAPHICS_SUBPATH_ITEMS
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+ this.options.category + '/'
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+ this.options.image;
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var callback = function(mesh) {
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self.mesh = mesh;
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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,
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callback,
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{
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width: this.options.width,
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height: this.options.height,
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pivot: {
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x: this.options.width / 2,
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y: this.options.height
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}
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}
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);
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};
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Item.prototype.destroy = function() {
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nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.mesh);
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Parent.prototype.destroy.call(this);
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};
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Item.prototype.render = function() {
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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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x: this.body.getPosition().x * Settings.RATIO,
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y: this.body.getPosition().y * Settings.RATIO,
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rotation: this.body.getAngle()
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}
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);
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}
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Item.prototype.flip = function(direction) {
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var oldFlipDirection = this.flipDirection;
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Parent.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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}
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};
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return Item;
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}); |