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
79 lines
No EOL
2.2 KiB
JavaScript
79 lines
No EOL
2.2 KiB
JavaScript
define([
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"Game/Core/GameObjects/Items/RubeDoll",
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"Game/Config/Settings",
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"Lib/Utilities/NotificationCenter"
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],
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function (Parent, Settings, nc) {
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"use strict";
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function RubeDoll(physicsEngine, uid, options) {
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this.scheduledForDestruction = false;
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this.destructionTimeout = null;
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Parent.call(this, physicsEngine, uid, options);
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}
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RubeDoll.prototype = Object.create(Parent.prototype);
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RubeDoll.prototype.beingGrabbed = function(player) {
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Parent.prototype.beingGrabbed.call(this, player);
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if(this.scheduledForDestruction) {
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clearTimeout(this.destructionTimeout);
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}
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};
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RubeDoll.prototype.beingReleased = function(player) {
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Parent.prototype.beingReleased.call(this, player);
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if(this.scheduledForDestruction) {
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this.delayedDestroy();
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}
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};
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RubeDoll.prototype.delayedDestroy = function() {
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var self = this;
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this.scheduledForDestruction = true;
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this.destructionTimeout = setTimeout(function() {
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, 'removeGameObject', {
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type: 'animated',
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uid: self.uid
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});
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self.destroy();
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}, Settings.RAGDOLL_DESTRUCTION_TIME * 1000);
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};
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RubeDoll.prototype.getUpdateData = function(getSleeping) {
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var updateData = Parent.prototype.getUpdateData.call(this, getSleeping);
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// if parent is asleep it sends null, to do no update
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if(!updateData) {
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return updateData;
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}
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// adding limb update data
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var limbUpdateData = {};
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for(var name in this.limbs) {
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limbUpdateData[name] = {
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p: this.limbs[name].getPosition(),
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a: this.limbs[name].getAngle(),
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lv: this.limbs[name].getLinearVelocity(),
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av: this.limbs[name].getAngularVelocity()
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};
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}
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updateData['limbs'] = limbUpdateData;
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return updateData;
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}
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RubeDoll.prototype.destroy = function() {
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if(this.scheduledForDestruction) {
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clearTimeout(this.destructionTimeout);
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}
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Parent.prototype.destroy.call(this);
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};
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return RubeDoll;
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}); |