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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('OneSidedPlatform', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); var radius = 0.5; var top = 10.0 + 0.5; var bottom = 10.0 - 0.5; var UNKNOWN = 0, ABOVE = +1, BELOW = -1; var state = UNKNOWN; // 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(0.0, 10.0)); var platformFix = platform.createFixture(pl.Box(3.0, 0.5), 0.0); // Actor var character = world.createDynamicBody(Vec2(0.0, 12.0)); var characterFix = character.createFixture(pl.Circle(radius), 20.0); character.setLinearVelocity(Vec2(0.0, -50.0)); world.on('pre-solve', function(contact, oldManifold) { var fixA = contact.getFixtureA(); var fixB = contact.getFixtureB(); var isCharPlatformContact = fixA === platformFix && fixB === characterFix || fixB === platformFix && fixA === characterFix; if (!isCharPlatformContact) { return; } if (0) { var p = character.getPosition(); if (p.y < top + radius - 3.0 * /*linearSlop*/ 0.005) { contact.setEnabled(false); } } else { var v = character.getLinearVelocity(); if (v.y > 0.0) { contact.setEnabled(false); } } }); testbed.step = function(settings) { var v = character.getLinearVelocity(); testbed.status("Character Linear Velocity", v.y); }; return world; });