概要
box2djsの作法、調べてみた。
エレベーター、やってみた。
写真
サンプルコード
var b2Vec2 = Box2D.Common.Math.b2Vec2,
b2BodyDef = Box2D.Dynamics.b2BodyDef,
b2Body = Box2D.Dynamics.b2Body,
b2FixtureDef = Box2D.Dynamics.b2FixtureDef,
b2World = Box2D.Dynamics.b2World,
b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape,
b2CircleShape = Box2D.Collision.Shapes.b2CircleShape,
b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef,
b2DistanceJointDef = Box2D.Dynamics.Joints.b2DistanceJointDef,
b2RopeJointDef = Box2D.Dynamics.Joints.b2RopeJointDef,
b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef,
b2DebugDraw = Box2D.Dynamics.b2DebugDraw,
b2Fixture = Box2D.Dynamics.b2Fixture,
b2AABB = Box2D.Collision.b2AABB,
b2MassData = Box2D.Collision.Shapes.b2MassData,
b2Color = Box2D.Common.b2Color;
var canvas = document.getElementById("c");
canvas.width = 456;
canvas.height = 456;
var world = new b2World(new b2Vec2(0, 10), true);
var TWO_PI = 6.283185307179586;
var elevator = [];
var i;
function createrect(angle, x, y, width, height) {
var box1Def = new b2BodyDef;
box1Def.type = b2Body.b2_staticBody;
box1Def.position.Set(x / 10, y / 10);
var fixDef1 = new b2FixtureDef;
fixDef1.shape = new b2PolygonShape;
fixDef1.shape.SetAsBox(width / 10, height / 10);
var box1 = world.CreateBody(box1Def);
box1.CreateFixture(fixDef1);
box1.SetAngle(angle * 3.14 / 180);
return box1;
}
function createcircle(x, y, r) {
var box1Def = new b2BodyDef;
box1Def.type = b2Body.b2_dynamicBody;
box1Def.position.Set(x / 10, y / 10);
var fixDef1 = new b2FixtureDef;
fixDef1.shape = new b2CircleShape(r / 10);
fixDef1.density = 0.01;
fixDef1.friction = 1.5;
fixDef1.restitution = 0.2;
var box1 = world.CreateBody(box1Def);
box1.CreateFixture(fixDef1);
return box1;
}
function createele(angle, x, y, width, height) {
var box1Def = new b2BodyDef;
box1Def.type = b2Body.b2_dynamicBody;
box1Def.position.Set(x / 10, y / 10);
var fixDef1 = new b2FixtureDef;
fixDef1.shape = new b2PolygonShape;
fixDef1.shape.SetAsBox(width / 10, height / 10);
var box1 = world.CreateBody(box1Def);
box1.CreateFixture(fixDef1);
box1.SetAngle(angle * 3.14 / 180);
return box1;
}
createrect(0, 485, 0, 10, 550);
createrect(10, 50, 420, 320, 10);
//createrect(-20, 260, 200, 80, 10);
for (i = 0; i < 7; i++)
{
elevator.push(createele(0, 420, i * 80 + 120, 50, 10));
}
for (i = 0; i < 7; i++)
{
createcircle(40 + i, 110, 12);
}
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("c").getContext("2d"));
debugDraw.SetDrawScale(7);
debugDraw.SetFillAlpha(0.9);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
world.SetDebugDraw(debugDraw);
window.setInterval(loop, 1000 / 60);
function loop() {
var i;
for (i = 0; i < 7; i++)
{
var body = elevator[i];
var p = body.GetPosition();
body.SetLinearVelocity(new b2Vec2(0, -1));
if (p.y < 50 / 10)
{
body.SetAngle(-10 * 3.14 / 180);
}
if (p.y < -5 / 10)
{
body.SetAngle(0 * 3.14 / 180);
body.SetPosition(new b2Vec2(p.x, 550 / 10));
}
}
world.Step(1 / 60, 10, 10);
world.DrawDebugData();
world.ClearForces();
};
成果物
以上。