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an example demo for https://github.com/mvasilkov/box2d-html5
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset=utf-8> | |
<title>box2d-html5 :: A 2D Physics Engine for HTML5 Games</title> | |
<base href=../> | |
</head> | |
<body> | |
<canvas id="c" width="640" height="480" style="border: 1px solid black"></canvas> | |
<script src=requirements/promise.js></script> | |
<script src=requirements/require.js></script> | |
<script src=test/game.js></script> | |
<script src=test/loader.js></script> | |
<script> | |
if (window.console) { | |
window.alert = function (msg) { | |
console.log(msg) | |
document.title = msg | |
} | |
} | |
loader.load('contrib', 'lib', 'utils', function (err, res) { | |
if (err) { | |
alert('(ノ・ω・)ノ [[error]] loading paths.json') | |
return | |
} | |
require.config({ baseUrl: '../', paths: res }) | |
require(['lib/box2d'], function (box2d) { | |
alert('(ノ・ω・)ノ [[box2d]] version ' + box2d.b2_version | |
+ ' revision ' + box2d.b2_changelist); | |
// once box2d is loaded, init the game - see game.js | |
init(); | |
requestAnimFrame(update); | |
}) | |
}) | |
</script> | |
<div> | |
<a href="http://blog.sethladd.com/2011/09/box2d-javascript-example-walkthrough.html">the code for this game demo is taken from Seth Ladd's excellent box2d tutorials</a> | |
</div> | |
</body> | |
</html> |
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// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
window.requestAnimFrame = (function(){ | |
return window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame || | |
window.oRequestAnimationFrame || | |
window.msRequestAnimationFrame || | |
function(/* function */ callback, /* DOMElement */ element){ | |
window.setTimeout(callback, 1000 / 60); | |
}; | |
})(); | |
var canvas = document.getElementById("c"); | |
var ctx = canvas.getContext("2d"); | |
var world; | |
//var Box2D = box2d; | |
function init() { | |
var b2Vec2 = Box2D.Common.Math.b2Vec2 | |
, b2BodyDef = Box2D.Dynamics.b2BodyDef | |
, b2Body = Box2D.Dynamics.b2Body | |
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef | |
, b2Fixture = Box2D.Dynamics.b2Fixture | |
, b2World = Box2D.Dynamics.b2World | |
, b2MassData = Box2D.Collision.Shapes.b2MassData | |
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape | |
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape | |
, b2DebugDraw = Box2D.Dynamics.b2DebugDraw | |
; | |
world = new b2World( | |
new b2Vec2(0, 10) //gravity | |
, true //allow sleep | |
); | |
var SCALE = 30; | |
var fixDef = new b2FixtureDef; | |
fixDef.density = 1.0; | |
fixDef.friction = 0.5; | |
fixDef.restitution = 0.2; | |
var bodyDef = new b2BodyDef; | |
//create ground | |
bodyDef.type = b2Body.b2_staticBody; | |
// positions the center of the object (not upper left!) | |
bodyDef.position.x = canvas.width / 2 / SCALE; | |
bodyDef.position.y = canvas.height / SCALE; | |
fixDef.shape = new b2PolygonShape; | |
// half width, half height. eg actual height here is 1 unit | |
fixDef.shape.SetAsBox((600 / SCALE) / 2, (10/SCALE) / 2); | |
world.CreateBody(bodyDef).CreateFixture(fixDef); | |
//create some objects | |
bodyDef.type = b2Body.b2_dynamicBody; | |
for(var i = 0; i < 150; ++i) { | |
if(Math.random() > 0.5) { | |
fixDef.shape = new b2PolygonShape; | |
fixDef.shape.SetAsBox( | |
Math.random() + 0.1 //half width | |
, Math.random() + 0.1 //half height | |
); | |
} else { | |
fixDef.shape = new b2CircleShape( | |
Math.random() + 0.1 //radius | |
); | |
} | |
bodyDef.position.x = Math.random() * 25; | |
bodyDef.position.y = Math.random() * 10; | |
world.CreateBody(bodyDef).CreateFixture(fixDef); | |
} | |
//setup debug draw | |
var debugDraw = new b2DebugDraw(); | |
debugDraw.SetSprite(document.getElementById("c").getContext("2d")); | |
debugDraw.SetDrawScale(SCALE); | |
debugDraw.SetFillAlpha(0.3); | |
debugDraw.SetLineThickness(1.0); | |
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); | |
world.SetDebugDraw(debugDraw); | |
setTimeout(init, 6000); | |
}; // init() | |
function update() { | |
world.Step( | |
1 / 60 //frame-rate | |
, 10 //velocity iterations | |
, 10 //position iterations | |
); | |
world.DrawDebugData(); | |
world.ClearForces(); | |
requestAnimFrame(update); | |
}; // update() | |
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