add basic ship movement and tracking
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fcfe1e8790
commit
05ad81ed8d
10 changed files with 65 additions and 27 deletions
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@ -4,6 +4,8 @@
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// so most changes done to it should be mirrored there to keep consistent
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// physics between client and server.
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const SCALE = 32;
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const Box2D = require('box2d-html5');
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const b2Vec2 = Box2D.b2Vec2;
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@ -15,15 +17,17 @@ class Physics {
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}
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createBody(body) {
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let s = SCALE;
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let bodyDef = new Box2D.b2BodyDef();
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bodyDef.userData = body;
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bodyDef.position = new b2Vec2(body.x || 0, body.y || 0);
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bodyDef.position = new b2Vec2(body.x / s || 0, body.y / s || 0);
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bodyDef.fixedRotation = false;
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bodyDef.active = true;
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bodyDef.linearVelocity = new b2Vec2(body.xvel || 0, body.yvel || 0);
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bodyDef.linearVelocity = new b2Vec2(body.xvel / s || 0, body.yvel / s || 0);
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bodyDef.angularVelocity = body.rvel || 0;
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bodyDef.type = body.type == 'static' ?
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Box2D.b2Body.b2_staticBody : Box2D.b2Body.b2_dynamicBody;
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Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody;
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if (body.player) bodyDef.allowSleep = false;
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let b2body = this.world.CreateBody(bodyDef);
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let fixtureDef = new Box2D.b2FixtureDef();
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@ -32,7 +36,7 @@ class Physics {
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fixtureDef.restitution = 0;
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for (var poly of body.structure) {
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poly = poly.map(vertex => new b2Vec2(vertex[0], vertex[1]));
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poly = poly.map(vertex => new b2Vec2(vertex[0] / s, vertex[1] / s));
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fixtureDef.shape = new Box2D.b2PolygonShape();
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fixtureDef.shape.SetAsArray(poly, poly.length);
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b2body.CreateFixture(fixtureDef);
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@ -46,7 +50,6 @@ class Physics {
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for (var i = 0; i < this.toRemove.length; i++) {
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this.world.DestroyBody(this.toRemove[i].b2body);
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console.log(this.world.GetBodyList());
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}
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this.toRemove = [];
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