planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
78 lines (64 loc) • 2.35 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('ShapeEditing', function(testbed) {
testbed.info('C: Create a shape, X: Destroy a shape, Z: Sensor');
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
var sensor = true;
var ground = world.createBody();
ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0);
var body = world.createDynamicBody(Vec2(0.0, 10.0));
var fixture1 = body.createFixture(pl.Box(4.0, 4.0, Vec2(0.0, 0.0), 0.0), 10.0);
var fixture2 = null;
testbed.keydown = function(code, char) {
switch (char) {
case 'C':
if (fixture2 == null) {
var shape = pl.Circle(Vec2(0.5, -4.0), 3.0);
fixture2 = body.createFixture(shape, 10.0);
body.setAwake(true);
fixture2.setSensor(sensor);
}
break;
case 'X':
if (fixture2 != null) {
body.destroyFixture(fixture2);
fixture2 = null;
body.setAwake(true);
}
break;
case 'Z':
if (fixture2 != null) {
sensor = !sensor;
fixture2.setSensor(sensor);
}
break;
}
updateStatus();
};
function updateStatus() {
testbed.status('Sensor', sensor);
}
updateStatus();
return world;
});