planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
106 lines (89 loc) • 3.05 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('Confined', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World();
var e_columnCount = 0;
var e_rowCount = 0;
var ground = world.createBody();
// Floor
ground.createFixture(pl.Edge(Vec2(-10, 0), Vec2(10, 0)), 0);
// Left wall
ground.createFixture(pl.Edge(Vec2(-10, 0), Vec2(-10, 20)), 0);
// Right wall
ground.createFixture(pl.Edge(Vec2(10, 0), Vec2(10, 20)), 0);
// Roof
ground.createFixture(pl.Edge(Vec2(-10, 20), Vec2(10, 20)), 0);
var radius = 0.5;
var shape = pl.Circle(radius);
var fd = {};
fd.density = 1.0;
fd.friction = 0.1;
for (var j = 0; j < e_columnCount; ++j) {
for (var i = 0; i < e_rowCount; ++i) {
var body = world.createDynamicBody(Vec2(-10 + (2.1 * j + 1 + 0.01 * i) * radius, (2 * i + 1) * radius));
body.createFixture(shape, fd);
}
}
function CreateCircle() {
var body = world.createDynamicBody(Vec2(Math.random() * 10 - 5, Math.random() * 10 + 5));
// bd.allowSleep = false;
body.createFixture(pl.Circle(Math.random() * 2.5 + 0.5), {
density : 1.0,
friction : 0.0
});
}
testbed.keydown = function(code, char) {
if (testbed.activeKeys.fire) {
CreateCircle();
}
};
var stepCount = 0;
testbed.step = function() {
var sleeping = true;
for (var b = world.getBodyList(); b; b = b.getNext()) {
if (b.isDynamic() && b.isAwake()) {
sleeping = false;
}
}
// ?
// if (stepCount++ == 180) {
// stepCount += 0;
// }
if (sleeping) {
CreateCircle();
}
// for (var b = world.getBodyList(); b; b = b.getNext()) {
// if (!b.isDynamic()) {
// continue;
// }
//
// var p = b.getPosition();
// if (p.x <= -10.0 || 10.0 <= p.x || p.y <= 0.0 || 20.0 <= p.y) {
// // why?
// p.x += 0.0;
// }
// }
};
return world;
});