chuck.js/app/Game/Core/GameObjects/Items/RagDoll.js
Karl Pannek 55089d56cb Fix remaining capitalized Box2D method calls using sed
- Convert GetWorld() → getWorld()
- Convert CreateJoint() → createJoint()
- Convert DestroyJoint() → destroyJoint()
- Convert CreateBody() → createBody()
- Convert DestroyBody() → destroyBody()
- Convert GetFriction() → getFriction()
- Convert SetFriction() → setFriction()
- Convert GetBodyList() → getBodyList()
- Convert GetNext() → getNext()
- Convert GetContactList() → getContactList()
- Convert GetFixtureList() → getFixtureList()

Applied bulk sed replacements across all game files to complete
Box2D to Planck.js migration method name conversion.
2025-07-16 15:16:30 +02:00

387 lines
No EOL
12 KiB
JavaScript

define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Vendor/Planck",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Assert",
"Lib/Utilities/OptionsHelper",
"Game/Config/ItemSettings",
],
function (Parent, Box2D, Settings, nc, Assert, optionsHelper, ItemSettings) {
"use strict";
function RagDoll(physicsEngine, uid, options) {
// Sensor size
options.width = 20;
options.height = 40;
options.limbs = {};
options.limbs.chest = {
width: 6,
height: 18,
x: 0,
y: 0
};
options.limbs.head = {
width: 10,
height: 12,
x: 0,
y: - options.limbs.chest.height / 2 - 7
};
options.limbs.upperLeftLeg = {
width: 3,
height: 4,
x: -2,
y: options.limbs.chest.height / 2
};
options.limbs.upperRightLeg = {
width: 3,
height: 4,
x: 2,
y: options.limbs.chest.height / 2
};
options.limbs.lowerLeftLeg = {
width: 4,
height: 4,
x: -2,
y: options.limbs.chest.height / 2 + options.limbs.upperLeftLeg.height
};
options.limbs.lowerRightLeg = {
width: 4,
height: 4,
x: 2,
y: options.limbs.chest.height / 2 + options.limbs.upperRightLeg.height
};
options.limbs.upperLeftArm = {
width: 2,
height: 8,
x: -2,
y: -options.limbs.chest.height / 2
};
options.limbs.upperRightArm = {
width: 3,
height: 8,
x: 2,
y: -options.limbs.chest.height / 2
};
options.limbs.lowerLeftArm = {
width: 2,
height: 5,
x: -2,
y: -options.limbs.chest.height / 2 + options.limbs.upperLeftArm.height
};
options.limbs.lowerRightArm = {
width: 2,
height: 5,
x: 2,
y: -options.limbs.chest.height / 2 + options.limbs.upperRightArm.height
};
// FIXME
var ragdollOptions = optionsHelper.merge(ItemSettings.RagDoll, ItemSettings.Default);
options = optionsHelper.merge(options, ragdollOptions);
Parent.call(this, physicsEngine, uid, options);
//this.createSensor();
this.limbs = {};
this.addHead();
this.addLimb(
"upperLeftLeg",
this.body,
options.limbs.upperLeftLeg.x,
options.limbs.chest.height / 2
);
this.addLimb(
"upperRightLeg",
this.body,
options.limbs.upperRightLeg.x,
options.limbs.chest.height / 2
);
this.addLimb(
"lowerLeftLeg",
this.limbs.upperLeftLeg,
0,
options.limbs.upperLeftLeg.height / 2
);
this.addLimb(
"lowerRightLeg",
this.limbs.upperRightLeg,
0,
options.limbs.upperRightLeg.height / 2
);
this.addLimb(
"upperLeftArm",
this.body,
options.limbs.upperLeftArm.x,
-options.limbs.chest.height / 2
);
this.addLimb(
"upperRightArm",
this.body,
options.limbs.upperRightArm.x,
-options.limbs.chest.height / 2
);
this.addLimb(
"lowerLeftArm",
this.limbs.upperLeftArm,
0,
options.limbs.upperLeftArm.height / 2
);
this.addLimb(
"lowerRightArm",
this.limbs.upperRightArm,
0,
options.limbs.upperRightArm.height / 2
);
}
RagDoll.prototype = Object.create(Parent.prototype);
RagDoll.prototype.getId = function() {
return 55; //parseInt(this.uid.split("-")[1], 10);
};
RagDoll.prototype.getPosition = function() {
return this.body.GetPosition().clone();
};
RagDoll.prototype.getHeadPosition = function() {
return this.limbs.head.GetPosition().clone();
};
RagDoll.prototype.getBodyDef = function() {
var bodyDef = Parent.prototype.getBodyDef.call(this);
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = 'dynamic';
bodyDef.position.y -= this.options.height / 2 / Settings.RATIO; // position it on top of ground
return bodyDef;
};
RagDoll.prototype.getFixtureDef = function() {
Assert.number(this.options.limbs.chest.width, this.options.limbs.chest.height);
var fixtureDef = Parent.prototype.getFixtureDef.call(this);
fixtureDef.density = Settings.PLAYER_DENSITY;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
fixtureDef.filter.groupIndex = -this.getId();
var shape = planck.Box(
this.options.limbs.chest.width / 2 / Settings.RATIO,
this.options.limbs.chest.height / 2 / Settings.RATIO,
planck.Vec2(0, 0)
);
fixtureDef.shape = shape;
return fixtureDef;
};
RagDoll.prototype.createSensor = function() {
Assert.number(this.options.width, this.options.height);
var w = this.options.width / Settings.RATIO;
var h = this.options.height / Settings.RATIO;
var itemShape = planck.Box(w / 2, h / 2, planck.Vec2(0, 0));
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
fixtureDef.shape = itemShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: this.onCollisionChange.bind(this)
};
this.body.createFixture(fixtureDef);
};
RagDoll.prototype.addHead = function() {
Assert.number(this.options.x, this.options.y);
Assert.number(this.options.limbs.head.x, this.options.limbs.head.y);
Assert.number(this.options.limbs.head.width);
var x = this.options.x + this.options.limbs.head.x,
y = this.options.y + this.options.limbs.head.y - this.options.height / 2; // position it on top of ground;
var bodyDef = {
type: 'dynamic',
position: planck.Vec2(x / Settings.RATIO, y / Settings.RATIO),
angle: 0
};
var shape = planck.Circle(this.options.limbs.head.width / 2 / Settings.RATIO, planck.Vec2(0, 0));
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
fixtureDef.density = Settings.PLAYER_DENSITY;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
fixtureDef.shape = shape;
fixtureDef.isSensor = false;
fixtureDef.filter.groupIndex = -this.getId();
var head = this.body.getWorld().createBody(bodyDef);
head.createFixture(fixtureDef);
this.limbs.head = head;
this.attachHead();
};
RagDoll.prototype.attachHead = function() {
var head = this.limbs.head;
var jointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
jointDef.enableMotor = false;
var pos = this.body.getWorldCenter().clone();
pos.y -= this.options.limbs.chest.height / 2 / Settings.RATIO;
jointDef.initialize(this.body, head, pos);
jointDef.lowerAngle = -0.25 * Box2D.Common.b2Settings.b2_pi; // -45 degrees
jointDef.upperAngle = 0.25 * Box2D.Common.b2Settings.b2_pi; // 45 degrees
jointDef.enableLimit = true;
this.body.getWorld().createJoint(jointDef);
};
RagDoll.prototype.addLimb = function(name, connectTo, xOffset, yOffset) {
Assert.number(xOffset, yOffset);
Assert.number(this.options.x, this.options.y);
Assert.number(this.options.limbs[name].x, this.options.limbs[name].y);
Assert.number(this.options.limbs[name].width, this.options.limbs[name].height);
var x = this.options.x + this.options.limbs[name].x,
y = this.options.y + this.options.limbs[name].y - this.options.height / 2; // position it on top of ground;;
var bodyDef = {
type: 'dynamic',
position: planck.Vec2(x / Settings.RATIO, y / Settings.RATIO),
angle: 0,
linearDamping: Settings.PLAYER_LINEAR_DAMPING
};
var shape = planck.Box(
this.options.limbs[name].width / 2 / Settings.RATIO,
this.options.limbs[name].height / 2 / Settings.RATIO,
planck.Vec2(0, this.options.limbs[name].height / 2 / Settings.RATIO)
);
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
fixtureDef.density = Settings.PLAYER_DENSITY;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
fixtureDef.shape = shape;
fixtureDef.isSensor = false;
fixtureDef.filter.groupIndex = -this.getId();
var limb = this.body.getWorld().createBody(bodyDef);
limb.createFixture(fixtureDef);
this.limbs[name] = limb;
var jointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
jointDef.enableMotor = false;
var pos = connectTo.getWorldCenter().clone();
pos.x += (xOffset / Settings.RATIO);
pos.y += (yOffset / Settings.RATIO);
jointDef.initialize(connectTo, limb, pos);
jointDef.lowerAngle = -0.15 * Box2D.Common.b2Settings.b2_pi; // -45 degrees
jointDef.upperAngle = 0.15 * Box2D.Common.b2Settings.b2_pi; // 45 degrees
jointDef.enableLimit = true;
this.body.getWorld().createJoint(jointDef);
};
RagDoll.prototype.detachHead = function() {
var joint = this.limbs.head.GetJointList().joint;
if(joint) {
this.body.getWorld().destroyJoint(joint);
}
};
RagDoll.prototype.reposition = function(handPosition, direction) {
Assert.number(this.options.limbs.head.x, this.options.limbs.head.y);
Assert.number(this.options.grabAngle);
Assert.number(direction);
Parent.prototype.reposition.call(this, handPosition, direction);
var chestPosition = this.body.GetPosition();
var position = planck.Vec2(
chestPosition.x + this.options.limbs.head.x / Settings.RATIO,
chestPosition.y + this.options.limbs.head.y / Settings.RATIO
);
this.limbs.head.SetPosition(position);
this.limbs.head.SetAngle((this.options.grabAngle || 0.0) * direction);
};
RagDoll.prototype.throw = function(options, carrierVelocity) {
Parent.prototype.throw.call(this, options, carrierVelocity);
for(var name in this.limbs) {
var body = this.limbs[name];
this.accelerateBody(body, options, carrierVelocity);
}
};
RagDoll.prototype.setVelocities = function(options) {
Assert.number(options.linearVelocity.x, options.linearVelocity.y);
Assert.number(options.angularVelocity);
this.body.SetLinearVelocity(options.linearVelocity);
this.body.setAngularVelocity(options.angularVelocity);
for(var name in this.limbs) {
this.limbs[name].SetLinearVelocity(options.linearVelocity);
}
};
RagDoll.prototype.destroy = function() {
var world = this.body.getWorld();
for (var name in this.limbs) {
world.destroyBody(this.limbs[name]);
}
Parent.prototype.destroy.call(this);
};
return RagDoll;
});