chuck.js/app/Game/Core/Collision/Detector.js
2013-12-09 16:48:37 +01:00

52 lines
No EOL
1.5 KiB
JavaScript
Executable file

define([
"Lib/Vendor/Box2D"
],
function (Box2D) {
function Detector () { // FIXME evtl.bind(this) ?
this.listener = new Box2D.Dynamics.b2ContactListener();
this.listener.chuckDetector = this;
this.listener.BeginContact = this.BeginContact;
//this.listener.PostSolve = this.PostSolve;
this.listener.EndContact = this.EndContact;
}
Detector.IDENTIFIER = {
TILE: "tile",
PLAYER: "player",
PLAYER_HEAD: 'head',
PLAYER_CHEST: 'chest',
PLAYER_LEGS: 'legs',
PLAYER_FOOT_SENSOR: 'footsensor'
}
Detector.prototype.getListener = function () {
return this.listener;
}
Detector.prototype.handleStand = function (point, isColliding) {
if (point.GetFixtureA().GetUserData().identifier == Detector.IDENTIFIER.PLAYER_FOOT_SENSOR) {
point.GetFixtureA().GetUserData().player.onFootSensorDetection(isColliding);
} else if (point.GetFixtureB().GetUserData().identifier == Detector.IDENTIFIER.PLAYER_FOOT_SENSOR) {
point.GetFixtureB().GetUserData().player.onFootSensorDetection(isColliding);
}
}
/** Extension **/
Detector.prototype.BeginContact = function (point) {
this.chuckDetector.handleStand(point, true);
}
Detector.prototype.PostSolve = function (point, impulse) {
//this.chuckDetector.handleStand(point, true);
}
Detector.prototype.EndContact = function (point) {
this.chuckDetector.handleStand(point, false);
}
return Detector;
});