planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
59 lines (48 loc) • 1.95 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('HeavyOnLightTwo', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
world.createBody().createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0);
world.createDynamicBody(Vec2(0.0, 2.5)).createFixture(pl.Circle(0.5), 10.0);
world.createDynamicBody(Vec2(0.0, 3.5)).createFixture(pl.Circle(0.5), 10.0);
var heavy = null;
function toggleHeavy() {
if (heavy) {
world.destroyBody(heavy);
heavy = null;
} else {
heavy = world.createDynamicBody(Vec2(0.0, 9.0));
heavy.createFixture(pl.Circle(5.0), 10.0);
}
}
testbed.keydown = function(code, char) {
switch (char) {
case 'X':
toggleHeavy();
break;
}
};
testbed.info('X: Add/Remove heavy circle');
return world;
});