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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('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; });