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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. */ // This tests distance joints, body destruction, and joint destruction. planck.testbed('Web', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); var ground = world.createBody(); ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0); var bodies = []; var joints = []; var box = pl.Box(0.5, 0.5); bodies[0] = world.createDynamicBody(Vec2(-5.0, 5.0)); bodies[0].createFixture(box, 5.0); bodies[1] = world.createDynamicBody(Vec2(5.0, 5.0)); bodies[1].createFixture(box, 5.0); bodies[2] = world.createDynamicBody(Vec2(5.0, 15.0)); bodies[2].createFixture(box, 5.0); bodies[3] = world.createDynamicBody(Vec2(-5.0, 15.0)); bodies[3].createFixture(box, 5.0); var jd = {}; jd.frequencyHz = 2.0; jd.dampingRatio = 0.0; world.createJoint(joints[0] = pl.DistanceJoint({ bodyA: ground, localAnchorA: Vec2(-10.0, 0.0), bodyB: bodies[0], localAnchorB: Vec2(-0.5, -0.5) })); world.createJoint(joints[1] = pl.DistanceJoint({ bodyA: ground, localAnchorA: Vec2(10.0, 0.0), bodyB: bodies[1], localAnchorB: Vec2(0.5, -0.5) })); world.createJoint(joints[2] = pl.DistanceJoint({ bodyA: ground, localAnchorA: Vec2(10.0, 20.0), bodyB: bodies[2], localAnchorB: Vec2(0.5, 0.5) })); world.createJoint(joints[3] = pl.DistanceJoint({ bodyA: ground, localAnchorA: Vec2(-10.0, 20.0), bodyB: bodies[3], localAnchorB: Vec2(-0.5, 0.5) })); world.createJoint(joints[4] = pl.DistanceJoint({ bodyA: bodies[0], localAnchorA: Vec2(0.5, 0.0), bodyB: bodies[1], localAnchorB: Vec2(-0.5, 0.0) })); world.createJoint(joints[5] = pl.DistanceJoint({ bodyA: bodies[1], localAnchorA: Vec2(0.0, 0.5), bodyB: bodies[2], localAnchorB: Vec2(0.0, -0.5) })); world.createJoint(joints[6] = pl.DistanceJoint({ bodyA: bodies[2], localAnchorA: Vec2(-0.5, 0.0), bodyB: bodies[3], localAnchorB: Vec2(0.5, 0.0) })); world.createJoint(joints[7] = pl.DistanceJoint({ bodyA: bodies[3], localAnchorA: Vec2(0.0, -0.5), bodyB: bodies[0], localAnchorB: Vec2(0.0, 0.5) })); testbed.keydown = function(code, char) { switch (char) { case 'X': if (bodies.length) { world.destroyBody(bodies.pop()); } break; case 'Z': if (joints.length) { world.destroyJoint(joints.pop()); } break; } }; testbed.info('This demonstrates a soft distance joint.\nX: Delete a body, Z: Delete a joint'); world.on('remove-joint', function(joint) { for (var i = 0; i < 8; ++i) { joints = joints.filter(function(j) { return j !== joint; }); } }); return world; });