X-Git-Url: https://git.yukkurigames.com/?p=featherfall2.git;a=blobdiff_plain;f=src%2Fmain.js;h=6c1505ddc8447bc1e5dc0661c485e55b0e2bd6d1;hp=debe1b5b6343b888f8ebabf4594b946f55241a31;hb=HEAD;hpb=defed78331d2f353b582608cbd9ad367920322be diff --git a/src/main.js b/src/main.js index debe1b5..6c1505d 100644 --- a/src/main.js +++ b/src/main.js @@ -12,33 +12,47 @@ 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] }; +function camelizeCase (s) { + return s.replace(/_([a-z])/g, function (m) { + return m[1].toUpperCase(); + }); +} + +function wrapEmscriptenType (T) { + var P = T.prototype; + var keys = Object.keys(P); + var members = keys.filter(function (k) { return k.startsWith("get_"); }); + var accessors = keys.filter(function (k) { return k.startsWith("Get"); }); + members.forEach(function (k) { + var name = camelizeCase(k.slice(4)); + if (!name || name in P) return; + Object.defineProperty(P, name, { + get: P[k], set: P['s' + k.slice(1)] + }); + + }); + accessors.forEach(function (k) { + var name = k.slice(3); + name = name[0].toLowerCase() + name.slice(1); + if (!name || name in P) return; + Object.defineProperty(P, name, { + get: P[k], set: P['S' + k.slice(1)] + }); + + }); } +yf.each(wrapEmscriptenType, [ + Box2D.b2Vec2, Box2D.b2BodyDef, Box2D.b2Body, + Box2D.b2JointDef, Box2D.b2RevoluteJointDef, + Box2D.b2Joint, Box2D.b2DistanceJoint, Box2D.b2RevoluteJoint, +]); + 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; @@ -46,35 +60,36 @@ var BodyC = yT(yuu.C, { SLOTS: ['transform'], constructor: function (body, size) { - this._body = body; + this.body = body; this._matrix = mat4.create(); }, - position: { alias: '_body.position' }, - linearVelocity: { alias: '_body.linearVelocity' }, - ApplyForce: { proxy: '_body.ApplyForce' }, + position: { alias: 'body.position' }, + angle: { alias: 'body.angle' }, + 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; + var pos = this.body.position; mat4.translate(mat, mat, [pos.x, pos.y, 0]); + mat4.rotateZ(mat, mat, this.body.angle); return mat; } } }); var PlayerController = yT(yuu.C, { - constructor: function (body, left, right) { + constructor: function (body, left, right, leftJoint, rightJoint) { this.body = body; this.left = left; this.right = right; + this.leftJoint = leftJoint; + this.rightJoint = rightJoint; this.dleftLeft = this.dleftRight = this.drightLeft = this.drightRight = 0; this.up = 0; this.free = 0; - this.leftPivot = 0; - this.rightPivot = 0; this.commands = { dleftLeft: yuu.propcmd(this, 'dleftLeft'), dleftRight: yuu.propcmd(this, 'dleftRight'), @@ -86,38 +101,35 @@ var PlayerController = yT(yuu.C, { }, _updatePivots: function () { - var PIVOT_SPEED = 0.05; - var leftSpeed = (this.dleftRight - this.dleftLeft) * PIVOT_SPEED; - var rightSpeed = (this.drightLeft - this.drightRight) * PIVOT_SPEED; - this.leftPivot = yf.clamp(this.leftPivot + leftSpeed, 0, 1); - this.rightPivot = yf.clamp(this.rightPivot + rightSpeed, 0, 1); + var PIVOT_SPEED = 2; + this.leftJoint.motorSpeed = + (this.dleftRight - this.dleftLeft) * PIVOT_SPEED; + this.rightJoint.motorSpeed = + (this.drightRight - this.drightLeft) * PIVOT_SPEED; }, _updateTransforms: function () { - this.left.yaw = -this.leftPivot * Math.PI / 2; - this.right.yaw = this.rightPivot * Math.PI / 2; }, tick: function () { this._updatePivots(); var THRUST = 3.5; - var DRAG_FREE = 0.01; +/* var DRAG_FREE = 0.01; 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 cleft = Math.cos(leftAngle); - var cright = Math.cos(rightAngle); - var sleft = Math.sin(leftAngle); - var sright = Math.sin(rightAngle); + var CORRECTION = 1;*/ + var leftAngle = this.leftJoint.GetJointAngle(); + var rightAngle = this.rightJoint.GetJointAngle(); var thrust = +!this.free * +this.up * THRUST; - var ax = thrust * (cleft - cright); - var ay = thrust * (sright + sleft); - + var leftThrust = new b2Vec2( + Math.sin(leftAngle) * thrust, Math.cos(leftAngle) * thrust); + var rightThrust = new b2Vec2( + Math.sin(rightAngle) * thrust, Math.cos(rightAngle) * thrust); + this.body.body.ApplyForceToCenter(leftThrust); + this.body.body.ApplyForceToCenter(rightThrust); + + /* var v = this.body.linearVelocity; var drag = this.up ? DRAG_OPEN : this.free ? DRAG_FREE : DRAG_LOCK; ax += drag * Math.max(cleft, cright) * v.x * v.x * -Math.sign(v.x); @@ -125,8 +137,7 @@ var PlayerController = yT(yuu.C, { 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(); }, @@ -134,27 +145,39 @@ var PlayerController = yT(yuu.C, { TAPS: ['tick'], }); -function bodyFromAABB (world, position, aabb, density) { - var bd = new Box2D.b2BodyDef(); +function bodyFromAABB (world, position, aabb, density, center) { + var dfn = 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); + if (center) + shape.SetAsBox(aabb.hw, aabb.hh, new b2Vec2(center), 0); + else + shape.SetAsBox(aabb.hw, aabb.hh); + if (density !== undefined) + dfn.type = Box2D.DYNAMIC_BODY; + dfn.position = new b2Vec2(position[0], position[1]); + var body = world.CreateBody(dfn); + body.CreateFixture(shape, density || 0.0001); return body; } function bodyFromLine (world, p0, p1) { - var bd = new Box2D.b2BodyDef(); + var dfn = new Box2D.b2BodyDef(); var shape = new Box2D.b2EdgeShape(); shape.Set(new b2Vec2(p0), new b2Vec2(p1)); - var body = world.CreateBody(bd); + var body = world.CreateBody(dfn); body.CreateFixture(shape, 0); return body; } +function pinJoint (world, bodyA, bodyB, anchor) { + var dfn = new Box2D.b2RevoluteJointDef(); + dfn.Initialize(bodyA, bodyB, new b2Vec2(anchor)); + dfn.maxMotorTorque = 100.0; + dfn.motorSpeed = 0.1; + dfn.enableMotor = true; + return Box2D.castObject(world.CreateJoint(dfn), Box2D.b2RevoluteJoint); +} + var GameScene = yT(yuu.Scene, { constructor: function () { yuu.Scene.call(this); @@ -173,20 +196,21 @@ var GameScene = yT(yuu.Scene, { .setSize([0.89, 1.0]) ); - var leftWing = new yuu.E(left = new yuu.Transform() - .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([0.25, 0.15, 0]), - new yuu.QuadC('@right') - .setZ(-1) - .setAnchor('left') - .setSize([0.45, 0.22]) - .setPosition([0, 0])); + var leftWing = new yuu.E( + left = new BodyC(bodyFromAABB( + world, [-0.275, 5.15], new yuu.AABB(0.45, 0.22), 0, + [-0.45/2, 0.0])), + new yuu.QuadC('@left') + .setAnchorAtPosition("right") + .setZ(-1) + .setSize([0.45, 0.22])); + var leftJoint = pinJoint(world, left.body, body.body, [0.1, 5.15]); + var rightWing = new yuu.E(right = new BodyC( + bodyFromAABB(world, [0.50, 5.15], new yuu.AABB(0.45, 0.22), 0)), + new yuu.QuadC('@right') + .setZ(-1) + .setSize([0.45, 0.22])); + var rightJoint = pinJoint(world, right.body, body.body, [0.1, 5.15]); this.player.addChildren(leftWing, rightWing); this.entity0.addChild(this.player); @@ -199,11 +223,12 @@ var GameScene = yT(yuu.Scene, { this.entity0.addChild(ground); this.player.attach( - this.controller = new PlayerController(body, left, right)); + this.controller = new PlayerController(body, left, right, + leftJoint, rightJoint)); Object.assign(this.commands, this.controller.commands); this.entity0.attach(new yuu.Ticker(function () { - world.Step(1/60, 4, 4); + world.Step(1/60, 8, 8); return true; }, 1));