planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
50 lines (42 loc) • 1.74 kB
JavaScript
/*
* MIT License
* Copyright (c) 2019 Erin Catto
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
planck.testbed('AddPair', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, 0));
testbed.y = 0;
testbed.hz = 60;
testbed.speed = 0.5;
var circle = pl.Circle(0.1);
for (var i = 0; i < 50; ++i) {
var pos = Vec2(pl.Math.random(0.0, -6.0), pl.Math.random(-1.0, 1.0));
world.createDynamicBody(pos).createFixture(circle, 0.01);
}
var box = world.createBody({
type : 'dynamic',
position : Vec2(-40.0, 0.0),
bullet : true
});
box.createFixture(pl.Box(1.5, 1.5), 1.0);
box.setLinearVelocity(Vec2(100.0, 0.0));
return world;
});