planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
58 lines (49 loc) • 1.98 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('ConveyorBelt', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
// Ground
var ground = world.createBody();
ground.createFixture(pl.Edge(Vec2(-20.0, 0.0), Vec2(20.0, 0.0)), 0.0);
// Platform
var platform = world
.createBody(Vec2(-5.0, 5.0))
.createFixture(pl.Box(10.0, 0.5), {friction : 0.8});
// Boxes
for (var i = 0; i < 5; ++i) {
world.createDynamicBody(Vec2(-10.0 + 2.0 * i, 7.0))
.createFixture(pl.Box(0.5, 0.5), 20.0);
}
world.on('pre-solve', function(contact, oldManifold) {
var fixtureA = contact.getFixtureA();
var fixtureB = contact.getFixtureB();
if (fixtureA == platform) {
contact.setTangentSpeed(5.0);
}
if (fixtureB == platform) {
contact.setTangentSpeed(-5.0);
}
});
return world;
});