mirror of
https://github.com/logsol/chuck.js.git
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- Replace Box2D.js with Planck.js physics engine - Update all require paths from 'Lib/Vendor/Box2D' to 'Lib/Vendor/Planck' - Convert Box2D contact listeners to Planck.js event system - Fix all method name capitalization (Get* -> get*, Set* -> set*) - Update collision detection system for Planck.js compatibility - Server now starts successfully and basic physics working - Character can land on platforms - core physics functional Major milestone: Game now running on modern, maintained physics engine
102 lines
No EOL
3.1 KiB
JavaScript
Executable file
102 lines
No EOL
3.1 KiB
JavaScript
Executable file
define([
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"Game/Config/Settings",
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"Lib/Vendor/Planck",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Abstract",
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"Game/" + GLOBALS.context + "/Collision/Detector",
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"Game/" + GLOBALS.context + "/GameObjects/Tile",
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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"Game/" + GLOBALS.context + "/GameObjects/Items/Skateboard",
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"Game/" + GLOBALS.context + "/GameObjects/Items/RagDoll",
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"Game/" + GLOBALS.context + "/GameObjects/Items/RubeDoll"
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], function (Settings, Box2D, nc, Abstract, CollisionDetector, Tile, Item, Skateboard, RagDoll, RubeDoll) {
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"use strict";
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function Level (uid, engine) {
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this.uid = uid;
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this.engine = engine;
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this.levelObject = null;
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this.isLoaded = false;
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this.load(this.uid);
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this.spawnPoints = null;
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}
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Level.prototype.load = function (uid) {
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var self = this;
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// FIXME: check if theres a security hazard here (user injected path)
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var path = Settings.MAPS_PATH + uid + ".json";
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this.loadLevelDataFromPath(path, function (levelData) {
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self.setup(levelData);
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});
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};
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Level.prototype.setup = function(levelData) { // jshint unused:false
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this.isLoaded = true;
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nc.trigger(nc.ns.core.game.events.level.loaded);
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};
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Level.prototype.createItems = function(options) {
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for (var i = 0; i < options.length; i++) {
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var uid = "item-" + i;
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this.createItem(uid, options[i]);
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}
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};
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Level.prototype.createItem = function(uid, options) {
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switch(options.type) {
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case "skateboard":
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return new Skateboard(this.engine, uid, options);
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case "ragdoll":
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return new RagDoll(this.engine, uid, options);
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case "rubedoll":
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return new RubeDoll(this.engine, uid, options);
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default:
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return new Item(this.engine, uid, options);
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}
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};
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Level.prototype.createTiles = function(options) {
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for (var i = 0; i < options.length; i++) {
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new Tile(this.engine, "tile-" + i, options[i]);
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}
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};
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Level.prototype.createSpawnPoints = function(points) {
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this.spawnPoints = points;
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};
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Level.prototype.setupLayer = function(options, behind, referenceId) { // jshint unused:false
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// will be extended (so far only in client)
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};
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Level.prototype.createContainer = function(options) { // jshint unused:false
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// nothing to do here yet, in the future perhaps synchronize day/night graphics
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};
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Level.prototype.getRandomSpawnPoint = function() {
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if(!this.spawnPoints) {
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return {
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x: 150 + Math.random() * 300,
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y: -500
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};
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}
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var size = this.spawnPoints.length;
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var object = this.spawnPoints[parseInt(Math.random() * (size -1), 10)];
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return {
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x: object.x / Settings.TILE_RATIO,
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y: object.y / Settings.TILE_RATIO
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};
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};
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Level.prototype.destroy = function () {
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this.isLoaded = false;
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};
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return Level;
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}); |