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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('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; });