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planck-js

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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development

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/* * Copyright (c) Erin Catto * Licensed under the MIT license */ /* * This is a simple example of building and running a simulation * using Planck.js. Here we create a large ground box and a small dynamic * box. * There are no graphics for this example. Planck.js is meant to be used * with your rendering engine in your game engine. * * To run this example simply run `node HelloWorld.js` from command line. */ import { Box, World } from "./src"; // Define the gravity vector. var gravity = { x: 0.0, y: -10.0 }; // Construct a world object, which will hold and simulate the rigid bodies. var world = new World({ gravity: gravity, }); // Define the ground body. var groundBodyDef = { position: { x: 0.0, y: -10.0 }, }; // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. var groundBody = world.createBody(groundBodyDef); // Define the ground box shape. // The extents are the half-widths of the box. var groundBox = new Box(50.0, 10.0); // Add the ground fixture to the ground body. groundBody.createFixture(groundBox, 0.0); // Define the dynamic body. We set its position and call the body factory. var body = world.createBody({ type: "dynamic", position: { x: 0.0, y: 4.0 }, }); // Define another box shape for our dynamic body. var dynamicBox = new Box(1.0, 1.0); // Define the dynamic body fixture. var fixtureDef = { shape: dynamicBox, // Set the box density to be non-zero, so it will be dynamic. density: 1.0, // Override the default friction. friction: 0.3, }; // Add the shape to the body. body.createFixture(fixtureDef); // Prepare for simulation. Typically we use a time step of 1/60 of a // second (60Hz) and 10 iterations. This provides a high quality simulation // in most game scenarios. var timeStep = 1.0 / 60.0; var velocityIterations = 6; var positionIterations = 2; // This is our little game loop. for (var i = 0; i < 60; ++i) { // Instruct the world to perform a single step of simulation. // It is generally best to keep the time step and iterations fixed. world.step(timeStep, velocityIterations, positionIterations); // Now print the position and angle of the body. var position = body.getPosition(); var angle = body.getAngle(); console.log(position.x.toFixed(2), position.y.toFixed(2), angle.toFixed(2)); } console.log(Math.abs(position.x) < 0.01); console.log(Math.abs(position.y - 1.01) < 0.01); console.log(Math.abs(angle) < 0.01);