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planck-js

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2D JavaScript physics engine for cross-platform HTML5 game development

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/* * 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('Dominos', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); testbed.width = 40; testbed.height = 40; var b1 = world.createBody(); b1.createFixture(pl.Edge(Vec2(-40, 0), Vec2(40, 0)), 0); var ground = world.createBody(Vec2(-1.5, 10)); ground.createFixture(pl.Box(6, 0.25), 0); var columnShape = pl.Box(0.1, 1); var fd = {}; fd.density = 20; fd.friction = 0.1; for (var i = 0; i < 10; ++i) { var body = world.createDynamicBody(Vec2(-6 + 1 * i, 11.25)); body.createFixture(columnShape, fd); } var ground = world.createBody(Vec2(1, 6)); ground.createFixture(pl.Box(7, 0.25, Vec2(), 0.3), 0); var b2 = world.createBody(Vec2(-7, 4)); b2.createFixture(pl.Box(0.25, 1.5), 0); var b3 = world.createDynamicBody(Vec2(-0.9, 1), -0.15); b3.createFixture(pl.Box(6, 0.125), 10); var jd = {}; jd.collideConnected = true; world.createJoint(pl.RevoluteJoint(jd, b1, b3, Vec2(-2, 1))); var b4 = world.createDynamicBody(Vec2(-10, 15)); b4.createFixture(pl.Box(0.25, 0.25), 10); world.createJoint(pl.RevoluteJoint(jd, b2, b4, Vec2(-7, 15))); var b5 = world.createDynamicBody(Vec2(6.5, 3)); var fd = {}; fd.density = 10; fd.friction = 0.1; b5.createFixture(pl.Box(1, 0.1, Vec2(0, -0.9), 0), fd); b5.createFixture(pl.Box(0.1, 1, Vec2(-0.9, 0), 0), fd); b5.createFixture(pl.Box(0.1, 1, Vec2(0.9, 0), 0), fd); world.createJoint(pl.RevoluteJoint(jd, b1, b5, Vec2(6, 2))); var b6 = world.createDynamicBody(Vec2(6.5, 4.1)); b6.createFixture(pl.Box(1, 0.1), 30); world.createJoint(pl.RevoluteJoint(jd, b5, b6, Vec2(7.5, 4))); var b7 = world.createDynamicBody(Vec2(7.4, 1)); b7.createFixture(pl.Box(0.1, 1), 10); world.createJoint(pl.DistanceJoint({ bodyA: b3, localAnchorA: Vec2(6, 0), bodyB: b7, localAnchorB: Vec2(0, -1) })); var radius = 0.2; var circleShape = pl.Circle(radius); for (var i = 0; i < 4; ++i) { var body = world.createDynamicBody(Vec2(5.9 + 2 * radius * i, 2.4)); body.createFixture(circleShape, 10); } return world; });