chuck.js/app/Game/Core/GameObjects/Items/RagDoll.js
2014-02-12 00:30:09 +01:00

197 lines
No EOL
6.3 KiB
JavaScript

define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Vendor/Box2D",
"Game/Config/Settings"
],
function (Parent, Box2D, Settings) {
function RagDoll(physicsEngine, uid, options) {
// Sensor size
options.width = 20;
options.height = 40;
options.limbs = {};
options.limbs.chest = {
width: 6,
height: 12,
x: 0,
y: 0
};
options.limbs.head = {
width: 10,
height: 12,
x: 0,
y: - options.limbs.chest.height / 2 - 5
};
Parent.call(this, physicsEngine, uid, options);
this.createSensor();
this.limbs = {
head: null
};
this.addHead();
}
RagDoll.prototype = Object.create(Parent.prototype);
RagDoll.prototype.getId = function() {
return 1; parseInt(this.uid.split("-")[1], 10);
};
RagDoll.prototype.getBodyDef = function() {
var bodyDef = Parent.prototype.getBodyDef.call(this);
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
//bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
return bodyDef;
};
RagDoll.prototype.getFixtureDef = function() {
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 = new Box2D.Collision.Shapes.b2PolygonShape();
shape.SetAsOrientedBox(
this.options.limbs.chest.width / 2 / Settings.RATIO,
this.options.limbs.chest.height / 2 / Settings.RATIO,
new Box2D.Common.Math.b2Vec2(0, 0)
);
fixtureDef.shape = shape;
return fixtureDef;
};
RagDoll.prototype.createSensor = function() {
var w = this.options.width / Settings.RATIO;
var h = this.options.height / Settings.RATIO;
var itemShape = new Box2D.Collision.Shapes.b2PolygonShape();
itemShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, 0));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.shape = itemShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: this.onCollisionChange.bind(this)
}
this.body.CreateFixture(fixtureDef);
};
RagDoll.prototype.destroy = function() {
Parent.prototype.destroy.call(this);
// remove head!!11
};
RagDoll.prototype.addHead = function() {
var x = this.options.x + this.options.limbs.head.x,
y = this.options.y + this.options.limbs.head.y;
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = x / Settings.RATIO;
bodyDef.position.y = y / Settings.RATIO;
bodyDef.angle = 0;
var shape = new Box2D.Collision.Shapes.b2CircleShape();
shape.SetRadius(this.options.limbs.head.width / 2 / Settings.RATIO);
shape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, 0));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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 chestPosition = this.body.GetPosition();
var x = chestPosition.x + this.options.limbs.head.x / Settings.RATIO,
y = chestPosition.y + this.options.limbs.head.y / Settings.RATIO;
var head = this.limbs.head;
head.SetPosition(new Box2D.Common.Math.b2Vec2(x, y));
head.SetAngle(0);
var jointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
jointDef.enableMotor = false;
var point = chestPosition;
//point.y -= this.options.limbs.chest.height / 2 / Settings.RATIO;
jointDef.Initialize(this.body, head, point);
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.detachHead = function() {
var joint = this.limbs.head.GetJointList().joint;
if(joint) {
this.body.GetWorld().DestroyJoint(joint);
}
};
RagDoll.prototype.reposition = function(handPosition, direction) {
Parent.prototype.reposition.call(this, handPosition, direction);
var chestPosition = this.body.GetPosition();
var position = new Box2D.Common.Math.b2Vec2(
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) * direction);
};
RagDoll.prototype.throw = function(x, y) {
Parent.prototype.throw.call(this, x, y);
var limbDampingFactor = 1;
for(var name in this.limbs) {
var body = this.limbs[name];
body.SetAwake(true);
/*
body.ApplyImpulse(
new Box2D.Common.Math.b2Vec2(
x * Settings.MAX_THROW_FORCE * limbDampingFactor,
-y * Settings.MAX_THROW_FORCE * 1.5 *limbDampingFactor // 1.5 is to throw higher then far
),
body.GetLocalCenter()
);
*/
var vector = new Box2D.Common.Math.b2Vec2(
x * Settings.MAX_THROW_FORCE * limbDampingFactor,
-y * Settings.MAX_THROW_FORCE * 1.5 *limbDampingFactor // 1.5 is to throw higher then far
);
this.body.SetLinearVelocity(vector);
// body.SetAngularVelocity(Settings.MAX_THROW_ANGULAR_VELOCITY * x);
}
};
return RagDoll;
});