add non-functioning explosions

I'm tired and box2d ray casting is stupid so this'll have to do for today
This commit is contained in:
Asraelite 2016-03-25 00:54:15 +00:00
parent ac089f3e8e
commit bf8226481d
7 changed files with 68 additions and 5 deletions

View file

@ -21,11 +21,14 @@ class Physics {
bodya.applyDelta();
bodyb.applyDelta();
bodya.contact(bodyb);
bodyb.contact(bodya);
}
let listener = new Box2D.b2ContactListener();
listener.BeginContact = onContact;
listener.EndContact = onContact;
//listener.EndContact = onContact;
this.world.SetContactListener(listener);
}
@ -66,12 +69,36 @@ class Physics {
//if (body.type == 'ship') console.log(b2body.GetLocalCenter());
}
raycast(start, end, callback) {
let p1 = new b2Vec2(start.x, start.y);
let p2 = new b2Vec2(end.x, end.x);
let dx = p1.x - p2.x;
let dy = p1.y - p2.y;
let dis = Math.sqrt(dx * dx + dy * dy);
let closest = {};
let i = 0;
this.world.RayCast((fixture, point, normal, fraction) => {
let body = fixture.GetBody().GetUserData();;
if (fraction <= closest.fraction) {
closest = {
body: body,
fraction: fraction,
point: point
}
}
//console.log(fixture.GetNext());
callback(body, point, dis * fraction);
return fraction;
}, p1, p2);
}
remove(body) {
this.toRemove.push(body);
}
step() {
this.world.Step(1, 5, 1 / 60);
for (var i = 0; i < this.toRemove.length; i++) {
this.world.DestroyBody(this.toRemove[i].b2body);
}