chuck.js/lib/Chuck/Processor.js
2012-07-01 16:03:31 +02:00

105 lines
2.7 KiB
JavaScript

define(["Chuck/Physics/Engine", "Chuck/Player", "Box2D/Box2D"], function(PhysicsEngine, Player, Box2D){
function Processor () {
this._me;
this._physicsEngine;
this._camera;
this._repository;
this._inputControlUnit;
this._keyboardInput;
this._bodyDef;
this.init();
};
Processor.prototype.init = function() {
this._physicsEngine = new PhysicsEngine();
{
var world = this._physicsEngine.getWorld();
var fixDef = new Box2D.Dynamics.b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.99;
fixDef.restitution = .51;
var bodyDef = new Box2D.Dynamics.b2BodyDef;
// create ground
bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
fixDef.shape = new Box2D.Collision.Shapes.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 object
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
fixDef.shape = new Box2D.Collision.Shapes.b2PolygonShape;
fixDef.shape.SetAsBox(0.4, 0.4);
bodyDef.position.x = 10;
bodyDef.position.y = 2;
bodyDef.userData = {
'bodyId': 1 + ''
};
world.CreateBody(bodyDef).CreateFixture(fixDef);
this._bodyDef = bodyDef;
}
this._me = new Player(this._physicsEngine, null);
this._me.spawn(100, 0);
/*
//this._camera = Camera.getInstance()
//this._repository = Repository.getInstance();
this._physicsEngine.setCollisionDetector(this._me);
this._keyboardInput = new Chuck.Control.KeyboardInput();
this._inputControlUnit = new Chuck.Control.InputControlUnit(this._keyboardInput, this._me);
new Chuck.Loader.Level(this._physicsEngine);
//new Items();
//this._camera.follow(this._me);
*/
setInterval(this._update, 1000/60, this);
//View.getInstance().getSprite().addEventListener(Event.ENTER_FRAME, this._update)
}
Processor.prototype.getPhysicsEngine = function() {
return this._physicsEngine;
}
Processor.prototype.getMe = function() {
return this._me;
}
Processor.prototype._update = function(self) {
self._physicsEngine.update();
//console.log(self._physicsEngine.getWorld().GetBodyList().GetPosition());
//self._repository.update();
//self._keyboardInput.update();
//self._me.update();
//self._camera.update();
}
return Processor;
});