"use strict";
+var b2Vec2 = yf.argcd(
+ function (a) {
+ return b2Vec2.call(this, a[0] || a.x || 0.0, a[1] || a.y || 0.0);
+ },
+ Box2D.b2Vec2
+);
+
+
+yf.ipairs(function (k, v) { Box2D[k] = Box2D[v]; }, {
+ DYNAMIC_BODY: 'b2_dynamicBody'
+});
+
+function accessor (T, p) {
+ if (p[0].toLowerCase() === p[0])
+ return { get: T.prototype['get_' + p],
+ set: T.prototype['set_' + p] };
+ else
+ return { get: T.prototype['Get' + p],
+ set: T.prototype['Set' + p] };
+}
+
+yT.defineProperties(Box2D.b2Vec2.prototype, {
+ x: accessor(Box2D.b2Vec2, 'x'),
+ y: accessor(Box2D.b2Vec2, 'y'),
+ 0: { alias: 'x' },
+ 1: { alias: 'y' },
+});
+
+yT.defineProperties(Box2D.b2BodyDef.prototype, {
+ type: accessor(Box2D.b2BodyDef, 'type'),
+ position: accessor(Box2D.b2BodyDef, 'position'),
+});
+
+yT.defineProperties(Box2D.b2Body.prototype, {
+ position: accessor(Box2D.b2Body, 'Position'),
+ linearVelocity: accessor(Box2D.b2Body, 'LinearVelocity'),
+ angle: accessor(Box2D.b2Body, 'Angle'),
+});
+
+
var storage;
-var PlayerController = new yT(yuu.C, {
+var BodyC = yT(yuu.C, {
+ SLOTS: ['transform'],
+
+ constructor: function (body, size) {
+ this._body = body;
+ this._matrix = mat4.create();
+ },
+
+ position: { alias: '_body.position' },
+ linearVelocity: { alias: '_body.linearVelocity' },
+ ApplyForce: { proxy: '_body.ApplyForce' },
+
+ matrix: { get: function () {
+ var mat = this._matrix;
+ mat4.identity(mat);
+ mat4.rotateZ(mat, mat, this._body.angle);
+ var pos = this._body.position;
+ mat4.translate(mat, mat, [pos.x, pos.y, 0]);
+ return mat;
+ } }
+});
+
+var PlayerController = yT(yuu.C, {
constructor: function (body, left, right) {
this.body = body;
this.left = left;
this.free = 0;
this.leftPivot = 0;
this.rightPivot = 0;
- this.x = this.lastX = body.x;
- this.y = this.lastY = body.y;
this.commands = {
dleftLeft: yuu.propcmd(this, 'dleftLeft'),
dleftRight: yuu.propcmd(this, 'dleftRight'),
_updateTransforms: function () {
this.left.yaw = -this.leftPivot * Math.PI / 2;
this.right.yaw = this.rightPivot * Math.PI / 2;
- this.body.x = this.x;
- this.body.y = this.y;
},
tick: function () {
this._updatePivots();
- var GRAVITY = -0.0004;
- var THRUST = 0.00035;
- var FRICTIONK = 0.6;
- var FRICTIONS = 2.0;
+ var THRUST = 3.5;
var DRAG_FREE = 0.01;
- var DRAG_OPEN = 5.0;
- var DRAG_LOCK = 10.0;
+ var DRAG_OPEN = 0.5;
+ var DRAG_LOCK = 1;
+ var CORRECTION = 1;
var leftAngle = (1 - this.leftPivot) * Math.PI / 2;
var rightAngle = (1 - this.rightPivot) * Math.PI / 2;
- var vx = this.x - this.lastX;
- var vy = this.y - this.lastY;
-
var cleft = Math.cos(leftAngle);
var cright = Math.cos(rightAngle);
var sleft = Math.sin(leftAngle);
var sright = Math.sin(rightAngle);
- var ax = 0;
- var ay = GRAVITY;
-
var thrust = +!this.free * +this.up * THRUST;
- ax += thrust * (cleft - cright);
- ay += thrust * (sright + sleft);
+ var ax = thrust * (cleft - cright);
+ var ay = thrust * (sright + sleft);
+ var v = this.body.linearVelocity;
var drag = this.up ? DRAG_OPEN : this.free ? DRAG_FREE : DRAG_LOCK;
- ax += drag * Math.max(cleft, cright) * vx * vx * -Math.sign(vx);
- ay += drag * (sleft + sright) * vy * vy * -Math.sign(vy);
-
- var origX = this.x;
- var origY = this.y;
- this.y += vy + ay;
- var collided = this.y < 0;
- if (collided) {
- var friction = -Math.sign(vx) * Math.abs(ay)
- * (Math.abs(vx) < 0.001 ? FRICTIONS : FRICTIONK);
- ax += Math.sign(friction) * Math.min(Math.abs(friction), Math.abs(vx));
- }
- this.x += vx + ax;
- this.y = Math.max(0, this.y);
- this.lastX = origX;
- this.lastY = origY;
+ ax += drag * Math.max(cleft, cright) * v.x * v.x * -Math.sign(v.x);
+ ay += drag * (sleft + sright) * v.y * v.y * -Math.sign(v.y);
+
+ if (!this.up || this.free)
+ ax += CORRECTION * (cleft - cright) * v.y * v.y * Math.sign(v.y);
+
+ this.body.ApplyForce(new b2Vec2(ax, ay), this.body.position);
+
this._updateTransforms();
},
TAPS: ['tick'],
});
+function bodyFromAABB (world, position, aabb, density) {
+ var bd = new Box2D.b2BodyDef();
+ var shape = new Box2D.b2PolygonShape();
+ shape.SetAsBox(aabb.w / 2, aabb.h / 2);
+ if (density)
+ bd.type = Box2D.DYNAMIC_BODY;
+ bd.position = new b2Vec2(position[0], position[1]);
+ var body = world.CreateBody(bd);
+ body.CreateFixture(shape, density || 0);
+ return body;
+}
+
+function bodyFromLine (world, p0, p1) {
+ var bd = new Box2D.b2BodyDef();
+ var shape = new Box2D.b2EdgeShape();
+ shape.Set(new b2Vec2(p0), new b2Vec2(p1));
+ var body = world.CreateBody(bd);
+ body.CreateFixture(shape, 0);
+ return body;
+}
+
var GameScene = yT(yuu.Scene, {
constructor: function () {
yuu.Scene.call(this);
- var zoom = 2;
+ var zoom = 10;
this.layer0.resize(
zoom * -1.3333333333/2, zoom * -0.2, zoom * 1.3333333333, zoom * 1);
+ var world = new Box2D.b2World(new b2Vec2(0, -5));
+
var body, left, right;
- this.player = new yuu.E(body = new yuu.Transform()
- .setScale([0.081, 0.091, 1]),
- new yuu.QuadC('@player')
- .setAnchor('bottom')
- .setPosition([0, 0]));
+ this.player = new yuu.E(
+ body = new BodyC(bodyFromAABB(
+ world, [0, 5], new yuu.AABB(0.89, 1.0), 1.0)),
+ new yuu.QuadC('@player')
+ .setSize([0.89, 1.0])
+ );
+
var leftWing = new yuu.E(left = new yuu.Transform()
- .setPosition([-0.3, 0.65, 0])
- .setScale([0.45, 0.22, 1]),
+ .setPosition([-0.25, 0.15, 0]),
new yuu.QuadC('@left')
.setZ(-1)
.setAnchor("right")
+ .setSize([0.45, 0.22])
.setPosition([0, 0]));
var rightWing = new yuu.E(right = new yuu.Transform()
- .setPosition([0.3, 0.65, 0])
- .setScale([0.45, 0.22, 1]),
+ .setPosition([0.25, 0.15, 0]),
new yuu.QuadC('@right')
.setZ(-1)
.setAnchor('left')
+ .setSize([0.45, 0.22])
.setPosition([0, 0]));
this.player.addChildren(leftWing, rightWing);
this.entity0.addChild(this.player);
- var ground = new yuu.E(new yuu.Transform()
- .setPosition([0, -10, 1])
- .setScale([100, 20, 1]),
- new yuu.QuadC()
- .setColor([0, 0.5, 0, 1]));
+ var ground = new yuu.E(
+ new BodyC(bodyFromLine(world, [-100, 0], [100, 0])),
+ new yuu.QuadC()
+ .setAnchorAtPosition('top')
+ .setSize([100, 1])
+ .setColor([0, 0.5, 0, 1]));
this.entity0.addChild(ground);
this.player.attach(
this.controller = new PlayerController(body, left, right));
Object.assign(this.commands, this.controller.commands);
+ this.entity0.attach(new yuu.Ticker(function () {
+ world.Step(1/60, 4, 4);
+ return true;
+ }, 1));
+
this.ready = yuu.ready([
new yuu.Material('@player'),
new yuu.Material('@left'),