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https://github.com/logsol/chuck.js.git
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Because it created double round endings, which led to crashes. Also moved inBetweenRound state from PlayerController to GameController.
223 lines
No EOL
7.3 KiB
JavaScript
223 lines
No EOL
7.3 KiB
JavaScript
define([
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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"Lib/Vendor/RubeLoader",
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"Lib/Vendor/Box2D",
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"Game/Config/Settings",
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"Lib/Utilities/Assert",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Matrix",
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"json!Game/Asset/RubeDoll.json" // using requirejs json loader plugin
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],
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function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, Matrix, RubeDollJson) {
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"use strict";
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function RubeDoll(physicsEngine, uid, options) {
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Assert.number(options.x, options.y);
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this.rubeLoader = null;
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this.body = null;
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this.limbs = {};
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this.joints = null;
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this.limits = [];
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var chest = null;
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this.rubeLoader = new RubeLoader(RubeDollJson, physicsEngine.getWorldForRubeLoader());
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this.loadRubeDollFromScene(options);
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Parent.call(this, physicsEngine, uid, options);
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physicsEngine.destroyBody(this.body);
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this.body = this.limbs.chest;
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delete this.limbs.chest;
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this.body.SetUserData(this);
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this.flip(options.direction || 1);
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}
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RubeDoll.prototype = Object.create(Parent.prototype);
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RubeDoll.prototype.loadRubeDollFromScene = function(options) {
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var scene = this.rubeLoader.getScene();
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for (var i in scene.bodies) {
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var body = scene.bodies[i];
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var position = body.GetPosition().Copy();
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position.Add(new Box2D.Common.Math.b2Vec2(
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options.x / Settings.RATIO,
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options.y / Settings.RATIO
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));
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body.SetPosition(position);
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this.limbs[body.name] = body;
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// code snipped possibly needed for filtering between doll and rubedoll while holding
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//var filterData = new Box2D.Dynamics.b2FilterData();
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//filterData.groupIndex = -66;
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//if(body.name != "head" && body.name != "chest") {
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// for (var fixture = body.GetFixtureList(); fixture; fixture = fixture.GetNext()) {
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// fixture.SetFilterData(filterData);
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// }
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//}
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}
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this.joints = scene.joints;
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var count = 0;
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for (var i in this.joints) {
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this.limits[i] = {
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lower: this.joints[i].GetLowerLimit(),
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upper: this.joints[i].GetUpperLimit(),
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};
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/*
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this.joints[i].EnableLimit(false);
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if(count < 4 && this.joints[i] instanceof Box2D.Dynamics.Joints.b2RevoluteJoint) {
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console.log(i);
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} else {
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body.GetWorld().DestroyJoint(this.joints[i]);
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}
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count++;
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*/
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}
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};
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RubeDoll.prototype.getFixtureDef = function() {
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.shape = new Box2D.Collision.Shapes.b2CircleShape();
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return fixtureDef;
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};
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RubeDoll.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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for (var i in this.joints) {
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var joint = this.joints[i];
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var limits = this.limits[i];
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if (joint instanceof Box2D.Dynamics.Joints.b2RevoluteJoint) {
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if (direction > 0) {
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joint.SetLimits(limits.lower, limits.upper);
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continue;
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}
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var a1 = limits.lower * -1;
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var a2 = limits.upper * -1;
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if (a2 > a1) {
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joint.SetLimits(a1, a2);
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} else {
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joint.SetLimits(a2, a1);
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}
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// joint.SetAngle(joint.GetAngle() * -1);
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}
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}
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}
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};
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RubeDoll.prototype.reposition = function(handPosition, direction) {
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var oldPosition = this.getPosition();
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var oldAngle = this.body.GetAngle();
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var oldDirection = this.flipDirection;
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// calls flip() at the end of Parent reposition()
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Parent.prototype.reposition.call(this, handPosition, direction);
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var differenceAngle = oldAngle - this.body.GetAngle();
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//this.body.SetLinearVelocity(new Box2D.Common.Math.b2Vec2(0, 0));
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var offset = Box2D.Common.Math.b2Math.SubtractVV(this.getPosition(), oldPosition);
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var grabAngle = (this.options.grabAngle || 0.001);
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for(var key in this.limbs) {
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var limb = this.limbs[key];
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// Setting position offset first (floor to hand)
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var position = limb.GetPosition().Copy();
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position.Add(offset);
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limb.SetPosition(position);
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// grabing local point to "rotate" around (x, y position transform only)
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var localPoint = this.body.GetLocalPoint(limb.GetPosition().Copy());
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// create rotation matrix from chest rotation difference
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var mat = Box2D.Common.Math.b2Mat22.FromAngle(differenceAngle);
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// matrix multiplication with local limb position
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position = Box2D.Common.Math.b2Math.MulTMV(mat, localPoint);
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// translating back to global position
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var globalPoint = this.body.GetWorldPoint(position);
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limb.SetPosition(globalPoint);
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// relative limb rotating by chest rotation difference
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var d = (oldDirection == direction) ? -1 : 1;
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limb.SetAngle((limb.GetAngle() - differenceAngle) * d);
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//limb.SetType(Box2D.Dynamics.b2Body.b2_staticBody);
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//limb.SetLinearVelocity(new Box2D.Common.Math.b2Vec2(0, 0));
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}
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};
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RubeDoll.prototype.setVelocities = function(options) {
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Assert.number(options.linearVelocity.x, options.linearVelocity.y);
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Assert.number(options.angularVelocity);
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this.body.SetLinearVelocity(options.linearVelocity);
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this.body.SetAngularVelocity(options.angularVelocity);
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for(var name in this.limbs) {
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this.limbs[name].SetLinearVelocity(options.linearVelocity);
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}
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};
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RubeDoll.prototype.getPosition = function() {
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return this.body.GetPosition().Copy();
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};
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RubeDoll.prototype.getHeadPosition = function() {
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return this.limbs.head.GetPosition().Copy();
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};
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RubeDoll.prototype.setUpdateData = function(update) {
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Parent.prototype.setUpdateData.call(this, update);
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/*
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for(var name in update.limbs) {
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Assert.number(update.limbs[name].p.x, update.limbs[name].p.y);
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Assert.number(update.limbs[name].a);
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Assert.number(update.limbs[name].lv.x, update.limbs[name].lv.y);
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Assert.number(update.limbs[name].av);
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this.limbs[name].SetAwake(true);
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this.limbs[name].SetPosition(update.limbs[name].p);
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this.limbs[name].SetAngle(update.limbs[name].a);
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this.limbs[name].SetLinearVelocity(update.limbs[name].lv);
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this.limbs[name].SetAngularVelocity(update.limbs[name].av);
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}
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*/
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}
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RubeDoll.prototype.destroy = function() {
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var world = this.body.GetWorld();
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for (var name in this.limbs) {
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world.DestroyBody(this.limbs[name]);
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}
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Parent.prototype.destroy.call(this);
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};
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return RubeDoll;
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}); |