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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('VerticalStack', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World({ gravity: Vec2(0, -10), blockSolve: true, }); var columnCount = 2; var rowCount = 15; var bullet; var bodies = []; var indices = []; var ground = world.createBody(); ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0))); ground.createFixture(pl.Edge(Vec2(20.0, 0.0), Vec2(20.0, 20.0))); var xs = [ 0.0, -10.0, -5.0, 5.0, 10.0 ]; var shape = pl.Box(0.5, 0.5); for (var j = 0; j < columnCount; ++j) { for (var i = 0; i < rowCount; ++i) { var n = j * rowCount + i; indices[n] = n; var x = 0.0; // var x = pl.Math.random(-0.02, 0.02); // var x = i % 2 == 0 ? -0.01 : 0.01; var body = world.createDynamicBody(); body.setUserData(indices[n]); body.setPosition(Vec2(xs[j] + x, 0.55 + 1.1 * i)); body.createFixture(shape, { density : 1.0, friction : 0.3 }); bodies[n] = body; } } testbed.keydown = function(code, char) { switch (char) { case 'X': if (bullet != null) { world.destroyBody(bullet); bullet = null; } bullet = world.createBody({ type: 'dynamic', bullet: true, position: Vec2(-31.0, 5.0), }); bullet.createFixture({ shape: pl.Circle(0.25), density: 20.0, restitution: 0.05, }); bullet.setLinearVelocity(Vec2(400.0, 0.0)); break; case 'Z': world.m_blockSolve = !world.m_blockSolve; break; } }; testbed.info("X: Launch a bullet"); testbed.step = function() { testbed.status("Blocksolve", world.m_blockSolve); // if (stepCount++ == 300) { // if (bullet != null) // { // world.destroyBody(bullet); // bullet = null; // } // { // var shape = pl.Circle(0.25); // var fd = {}; // fd.shape = shape; // fd.density = 20.0; // fd.restitution = 0.05; // var bd = {}; // bd.type = 'dynamic'; // bd.bullet = true; // bd.position.set(-31.0, 5.0); // bullet = world.createBody(bd); // bullet.createFixture(fd); // bullet.setLinearVelocity(Vec2(400.0, 0.0)); // } // } }; return world; });