chuck.js/lib/Chuck/Physics/Doll.js

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3.9 KiB
JavaScript

define(["Box2D/Box2D", "Chuck/Settings"], function(Box2D, Settings){
function Doll (physicsEngine){
this._physicsEngine = physicsEngine;
this._body;
this._legs;
this._contactPoint;
this.init(this._physicsEngine.getWorld());
}
Doll.prototype.init = function (world) {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.position.x = 220 / Settings.RATIO;
bodyDef.position.y = 0 / Settings.RATIO;
bodyDef.fixedRotation = true;
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
this._body = world.CreateBody(bodyDef);
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = Settings.PLAYER_DENSITY;
fixtureDef.friction = 0;
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
var headShape = new Box2D.Collision.Shapes.b2CircleShape();
headShape.SetRadius(5 / Settings.RATIO);
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myHead';
this._body.CreateFixture(fixtureDef);
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myBody';
this._body.CreateFixture(fixtureDef);
var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
legsShape.SetRadius(5 / Settings.RATIO);
legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -5 / Settings.RATIO));
fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
fixtureDef.userData = 'myLegs';
this._legs = this._body.CreateFixture(fixtureDef);
var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
feetShape.SetRadius(4 / Settings.RATIO);
feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
fixtureDef.shape = feetShape;
fixtureDef.isSensor = true;
fixtureDef.userData = 'myFeet';
this._body.CreateFixture(fixtureDef);
this._body.SetActive(false);
}
Doll.prototype.spawn = function (x, y) {
this._body.SetPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
this._body.SetActive(true);
}
Doll.prototype.getBody = function () {
return this._body;
}
Doll.prototype._setFriction = function (friction) {
if(!friction) friction = -1;
if (this._legs.GetFriction() != friction)
{
this._legs.SetFriction(friction);
}
}
Doll.prototype.move = function (direction, speed) {
this._setFriction(Settings.PLAYER_MOTION_FRICTION);
this._body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(speed * direction, this._body.GetLinearVelocity().y);
this._body.SetLinearVelocity(vector);
}
Doll.prototype.stop = function () {
this._setFriction(Settings.PLAYER_FRICTION);
}
Doll.prototype.jump = function () {
this._body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(0, -Settings.JUMP_SPEED);
this._body.ApplyImpulse(vector, this._body.GetPosition());
// maybe change to a constant force instead of applying of force?
// to prevent higher jumping running uphill, etc.
}
Doll.prototype.jumping = function () {
var vector = new Box2D.Common.Math.b2Vec2(0, -0.05);
this._body.ApplyImpulse(vector, this._body.GetPosition());
}
return Doll;
});