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extra.html
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<!DOCTYPE html>
<html>
<head>
<title>Box2dJS</title>
<style>
html,body{padding: 0; margin: 0;}
canvas{
position: absolute;
}
</style>
</head>
<body onload="init();">
<canvas id="canvas" width="640" height="480" style="background-color:#333333;" ></canvas>
<canvas id="debug" width="640" height="480"></canvas>
</body>
<script src="js/Box2d.min.js"></script>
<script src="js/createjs-2015.11.26.min.js"></script>
<script>
function init() {
var b2Vec2 = Box2D.Common.Math.b2Vec2
, b2AABB = Box2D.Collision.b2AABB
, 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
, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
;
var worldScale = 30; // box2d中以米为单位,1米=30像素
var gravity = new b2Vec2(0, 5);
var sleep = true;
var world;
var stage,debug;
function main(){
stage = new createjs.Stage("canvas");
debug = new createjs.Stage("debug");
setupPhysics();
debugDraw();
debug.on("stagemousedown", stagemousedown);
createjs.Ticker.timingMode = createjs.Ticker.RAF;
createjs.Ticker.on("tick", function(){
stage.update();
world.DrawDebugData(); // 为了显示出createjs对象,这里不再绘制box2d对象至canvas
world.Step(1/30, 10, 10);// 更新世界模拟
world.ClearForces(); // 清除作用力
});
}
main();
function Ball(){
this.view = new createjs.Bitmap('./img/soccer.png');
this.view.regX = this.view.regY = 50;
// 创建box2d球形体
var bodyDef = new b2BodyDef();
bodyDef.position.Set(Math.random()*640 / worldScale, 0/worldScale);
bodyDef.type = b2Body.b2_dynamicBody
bodyDef.userData = 0;
var circleShape = new b2CircleShape(50 / worldScale);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = circleShape;
fixtureDef.density = 1;
fixtureDef.restitution = .4
fixtureDef.friction = .5;
this.view.body = world.CreateBody(bodyDef);
this.view.body.CreateFixture(fixtureDef);
this.view.on("tick", function(){
// 让createjs的bitmap对象实时复制box2d对象的位置与旋转角度
this.x = this.body.GetPosition().x * worldScale;
this.y = this.body.GetPosition().y * worldScale;
this.rotation = this.body.GetAngle() * (180 / Math.PI);
});
}
function setupPhysics(){
world = new b2World(new b2Vec2(0, 50), true);
floor();
}
function stagemousedown(){
var b = new Ball();
stage.addChild(b.view); // 将产生的createjs对象添加至舞台上
}
function floor(){
var bodyDef = new b2BodyDef();
bodyDef.position.Set(320/worldScale, 465/worldScale);
var polygonShape = new b2PolygonShape();
polygonShape.SetAsBox(320/worldScale, 15/worldScale);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = polygonShape;
fixtureDef.restitution = .4;
fixtureDef.friction = .5;
var theFloor = world.CreateBody(bodyDef);
theFloor.CreateFixture(fixtureDef);
}
//setup debug draw
function debugDraw(){
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(debug.canvas.getContext('2d'));
debugDraw.SetDrawScale(worldScale);
debugDraw.SetFillAlpha(0.5);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
}
};
</script>
</html>