chuck.js/app/Game/Core/GameObjects/Items/RagDoll.js
logsol 806a9d8194 Refactores the GLOBALS.context to use more expressive naming
Combines GLOBALS and Chuck namespace into App. Also increases
number of stack trace steps to be printed when an error occurs.

I experimented with the "replace" plugin from require.js, which
works but it would mean that our context switchable
"import-statements" would look like the example below, which I
decided against at least for now, just because of the looks.

The downside of not using the plugin is that we cannot use the
"use strict" statement in the channel.js entry script and also
cannot put a "var" in front of App variable there.

For example: "replace!Game/:AppContext/Physics/Engine",
Instead of:  "Game/" + App.context + "/Physics/Engine",

Fixes #86
2016-10-11 23:05:33 +02:00

392 lines
No EOL
12 KiB
JavaScript

define([
"Game/" + App.context + "/GameObjects/Item",
"Lib/Vendor/Box2D",
"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().Copy();
};
RagDoll.prototype.getHeadPosition = function() {
return this.limbs.head.GetPosition().Copy();
};
RagDoll.prototype.getBodyDef = function() {
var bodyDef = Parent.prototype.getBodyDef.call(this);
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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 = 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() {
Assert.number(this.options.width, this.options.height);
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.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 = 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 head = this.limbs.head;
var jointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
jointDef.enableMotor = false;
var pos = this.body.GetWorldCenter().Copy();
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 = new Box2D.Dynamics.b2BodyDef();
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
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.b2PolygonShape();
shape.SetAsOrientedBox(
this.options.limbs[name].width / 2 / Settings.RATIO,
this.options.limbs[name].height / 2 / Settings.RATIO,
new Box2D.Common.Math.b2Vec2(0, this.options.limbs[name].height / 2 / Settings.RATIO)
);
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 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().Copy();
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 = 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 || 0.0) * 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;
});