planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
52 lines (44 loc) • 1.79 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('Chain', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = pl.World(Vec2(0, -10));
var ground = world.createBody();
ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0);
var shape = pl.Box(0.6, 0.125);
var y = 25.0;
var prevBody = ground;
for (var i = 0; i < 30; ++i) {
var body = world.createDynamicBody(Vec2(0.5 + i, y));
body.createFixture(shape, {
density: 20.0,
friction: 0.2,
});
var anchor = Vec2(i, y);
world.createJoint(pl.RevoluteJoint({
collideConnected: false,
}, prevBody, body, anchor));
prevBody = body;
}
return world;
});