planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
80 lines (67 loc) • 2.43 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('EdgeTest', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
var ground = world.createBody();
var v1 = Vec2(-10.0, 0.0);
var v2 = Vec2(-7.0, -2.0);
var v3 = Vec2(-4.0, 0.0);
var v4 = Vec2(0.0, 0.0);
var v5 = Vec2(4.0, 0.0);
var v6 = Vec2(7.0, 2.0);
var v7 = Vec2(10.0, 0.0);
var shape1 = pl.Edge(v1, v2);
shape1.setNext(v3);
ground.createFixture(shape1, 0.0);
var shape2 = pl.Edge(v2, v3);
shape2.setPrev(v1);
shape2.setNext(v4);
ground.createFixture(shape2, 0.0);
var shape3 = pl.Edge(v3, v4);
shape3.setPrev(v2);
shape3.setNext(v5);
ground.createFixture(shape3, 0.0);
var shape4 = pl.Edge(v4, v5);
shape4.setPrev(v3);
shape4.setNext(v6);
ground.createFixture(shape4, 0.0);
var shape5 = pl.Edge(v5, v6);
shape5.setPrev(v4);
shape5.setNext(v7);
ground.createFixture(shape5, 0.0);
var shape6 = pl.Edge(v6, v7);
shape6.setPrev(v5);
ground.createFixture(shape6, 0.0);
world.createBody({
type : 'dynamic',
position : Vec2(-0.5, 0.6),
allowSleep : false
}).createFixture(pl.Circle(0.5), 1.0);
world.createBody({
type : 'dynamic',
position : Vec2(1.0, 0.6),
allowSleep : false
}).createFixture(pl.Box(0.5, 0.5), 1.0);
return world;
});