mirror of
https://github.com/logsol/chuck.js.git
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Combines GLOBALS and Chuck namespace into App. Also increases number of stack trace steps to be printed when an error occurs. I experimented with the "replace" plugin from require.js, which works but it would mean that our context switchable "import-statements" would look like the example below, which I decided against at least for now, just because of the looks. The downside of not using the plugin is that we cannot use the "use strict" statement in the channel.js entry script and also cannot put a "var" in front of App variable there. For example: "replace!Game/:AppContext/Physics/Engine", Instead of: "Game/" + App.context + "/Physics/Engine", Fixes #86
167 lines
No EOL
5.4 KiB
JavaScript
167 lines
No EOL
5.4 KiB
JavaScript
define([
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"Game/" + App.context + "/GameObjects/GameObject",
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"Lib/Vendor/Box2D",
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"Lib/Utilities/OptionsHelper",
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"Game/Config/Settings",
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"Lib/Utilities/Exception",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Assert"
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],
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function (Parent, Box2D, optionsHelper, Settings, Exception, nc, Assert) {
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"use strict";
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function Item(physicsEngine, uid, options) {
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var floatOptions = {
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grabAngle: parseFloat(options.grabAngle),
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danger: parseFloat(options.danger),
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weight: parseFloat(options.weight),
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width: parseFloat(options.width),
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height: parseFloat(options.height),
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rotation: parseFloat(options.rotation),
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bounce: parseFloat(options.bounce),
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x: parseFloat(options.x),
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y: parseFloat(options.y)
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};
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this.options = optionsHelper.merge(floatOptions, options);
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if(!this.options.category) {
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// FIXME add more validation
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//console.warn('item category empty (' + this.options.name + ')' );
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}
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Parent.call(this, physicsEngine, uid);
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this.createFixture();
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this.body.ResetMassData();
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this.flipDirection = 1;
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if (this.body.GetMass() < 1) {
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this.body.SetBullet(true);
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}
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nc.trigger(nc.ns.core.game.worldUpdateObjects.add, this);
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}
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Item.prototype = Object.create(Parent.prototype);
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Item.prototype.getBodyDef = function() {
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Assert.number(this.options.x, this.options.y);
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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bodyDef.position.x = this.options.x / Settings.RATIO;
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bodyDef.position.y = this.options.y / Settings.RATIO;
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bodyDef.angle = 0;
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return bodyDef;
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};
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Item.prototype.getFixtureDef = function() {
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Assert.number(this.options.width, this.options.height);
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Assert.number(this.options.weight);
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Assert.number(this.options.bounce);
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var itemShape;
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var w = this.options.width / Settings.RATIO;
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var h = this.options.height / Settings.RATIO;
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if(this.options.type == "circle") {
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var r = (w + h) / 4 ;
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itemShape = new Box2D.Collision.Shapes.b2CircleShape();
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itemShape.SetRadius(r);
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itemShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, -r));
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} else {
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itemShape = new Box2D.Collision.Shapes.b2PolygonShape();
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itemShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(h/2)));
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}
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.shape = itemShape;
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fixtureDef.density = this.options.weight;
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fixtureDef.friction = Settings.ITEM_FRICTION;
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fixtureDef.restitution = this.options.bounce ? this.options.bounce / 10 : Settings.ITEM_RESTITUTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = {
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onCollisionChange: this.onCollisionChange.bind(this)
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};
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return fixtureDef;
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};
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Item.prototype.createFixture = function () {
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var fixtureDef = this.getFixtureDef();
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this.body.CreateFixture(fixtureDef);
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};
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Item.prototype.flip = function(direction) {
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this.flipDirection = direction;
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// FIXME: implement body flip if necessary
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};
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Item.prototype.beingGrabbed = function(player) { // jshint unused:false
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// overwrite if necessary
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};
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Item.prototype.beingReleased = function(player) { // jshint unused:false
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// overwrite if necessary
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};
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Item.prototype.onCollisionChange = function(isColliding, fixture, info) { // jshint unused:false
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// overwrite if necessary
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};
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Item.prototype.reposition = function(handPosition, direction) {
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Assert.number(handPosition.x, handPosition.y);
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Assert.number(direction);
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Assert.number(this.options.width);
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Assert.number(this.options.grabAngle);
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this.body.SetAwake(true);
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var position = new Box2D.Common.Math.b2Vec2(
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handPosition.x + ((this.options.width / Settings.RATIO / 2) * direction),
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handPosition.y
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);
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this.body.SetPosition(position);
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this.body.SetAngle((this.options.grabAngle || 0.0) * direction);
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this.flip(direction);
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};
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Item.prototype.getGrabPoint = function() {
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return this.body.GetWorldCenter();
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};
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Item.prototype.throw = function(options, carrierVelocity) {
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this.accelerateBody(this.body, options, carrierVelocity);
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};
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Item.prototype.accelerateBody = function(body, options, carrierVelocity) {
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Assert.number(this.options.weight);
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Assert.number(carrierVelocity.x, carrierVelocity.y);
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Assert.number(options.x, options.y);
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Assert.number(options.av);
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body.SetAwake(true);
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var x = options.x * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.x;
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var y = -options.y * Settings.MAX_THROW_FORCE / this.options.weight + carrierVelocity.y;
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var vector = new Box2D.Common.Math.b2Vec2(x, y);
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body.SetLinearVelocity(vector);
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var av = -options.av * Settings.MAX_THROW_ANGULAR_VELOCITY;
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body.SetAngularVelocity(av);
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};
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Item.prototype.destroy = function() {
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nc.trigger(nc.ns.core.game.worldUpdateObjects.remove, this);
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Parent.prototype.destroy.call(this);
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};
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return Item;
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}); |