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mobile-graphic-enchant-de-plugins-box2d.enchant.js / js



  
@fileOverview PhySprite.enchant.js v1.30 The MIT License Copyright (c) 2012/01/26 kassy708 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 物理演算用のSprite
author: kassy708 twitter.com/kassy708 このプラグインではBox2dWeb.jsを用いています。 最新のBox2dWeb.jsは下記アドレスからダウンロードしてください。 http://www.gphysics.com

  
  
  if (!Box2D)throw new Error("box2d.enchant.js must be loaded after Box2dWeb.js");
  
  /* export */
  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;
  
  
@type {Object}

  
  enchant.box2d = {};
  
  (function() {
      var WORLD_SCALE = 32;
      var world;
  
      
Spriteの種類(スタティック) @type {Number}

  
      enchant.box2d.STATIC_SPRITE = 0;
      
Spriteの種類(ダイナミック) @type {Number}

  
      enchant.box2d.DYNAMIC_SPRITE = 2;
  
      
@scope enchant.box2d.PhysicsWorld.prototype

  
      enchant.box2d.PhysicsWorld = enchant.Class.create({
          
物理シミュレーションを行う世界のクラス @example //y軸方向へ重力加速度9.8m/s^2 var physicsWorld = new PhysicsWorld(0, 9.8); //無重力 var physicsWorld = new PhysicsWorld(0, 0);
parameter: {Number} [gravityX] x軸方向への引力.
parameter: {Number} [gravityY] y軸方向への引力. @constructs

  
          initialize: function(gravityX, gravityY) {
              
物理シミュレーションの精度 @type {Nunber}

  
              this.iterations = 10;
              world = new b2World(
                  new b2Vec2(gravityX, gravityY)  //gravity
                  , true                          //allow sleep
              );
          },
          
物理シミュレーション内の時間を進める
parameter: {b2Vec2} [pos] Spriteの座標.

  
          step: function(fps) {
              world.Step(1 / fps, this.iterations, this.iterations);
          },
          
物体の当たり判定 @example //ぶつかった2つのSpriteを消す physicsWorld.contact(function (sprite1, sprite2) { sprite1.destroy(); sprite2.destroy(); });
parameter: {function(sprite1:enchant.box2d.PhySprite,sprite2:enchant.box2d.PhySprite)} [func] 当たり判定時の処理

  
          contact: function(func) {
              var c = world.m_contactList;
              if (c) {
                  for (var contact = c; contact; contact = contact.m_next) {
                      var pos1 = contact.m_fixtureA.m_body.GetPosition().Copy();
                      pos1.Subtract(contact.m_fixtureB.m_body.GetPosition());
                      pos1.Multiply(WORLD_SCALE);
                      var r1 = (contact.m_fixtureA.m_body.m_userData.width + contact.m_fixtureB.m_body.m_userData.width) / 2;
                      var r2 = (contact.m_fixtureA.m_body.m_userData.height + contact.m_fixtureB.m_body.m_userData.height) / 2;
                      if (Math.abs(pos1.x) <= r1 && Math.abs(pos1.y) <= r2) {
                          func(contact.m_fixtureA.m_body.m_userData, contact.m_fixtureB.m_body.m_userData);
                      }
                  }
              }
          }
      });
  
      
@scope enchant.box2d.PhySprite.prototype

  
      enchant.box2d.PhySprite = enchant.Class.create(enchant.Sprite, {
          
画像表示機能を持った物理シミュレーションクラス.
parameter: {Number} [width] Spriteの横幅.
parameter: {Number} [height] Spriteの高さ. @constructs @extends enchant.Sprite

  
          initialize: function(width, height) {
              this.body;
              
静的オブジェクトか動的オブジェクトか

  
              this.staticOrDynamic;
              enchant.Sprite.call(this, width, height);
  
              var time = 0;
              this.addEventListener(enchant.Event.ENTER_FRAME, function(e) {
                  this.x = this.x;
                  this.y = this.y;
                  this.rotation = this.angle;
                  time++;
                  time = time % 2;
              });
          },
          
四角形の物理シミュレーション用Sprite生成.
parameter: {Boolean} staticOrDynamic 静止するか動くか.
parameter: {Number} density Spriteの密度.
parameter: {Number} friction Spriteの摩擦.
parameter: {Number} restitution Spriteの反発.
parameter: {Boolean} isSleeping Spriteが初めから物理演算を行うか.

  
          createPhyBox: function(staticOrDynamic, density, friction, restitution, awake) {
              this.staticOrDynamic = staticOrDynamic;
              var fixDef = new b2FixtureDef;
              fixDef.density = (density != null ? density : 1.0);             // 密度
              fixDef.friction = (friction != null ? friction : 0.5);          // 摩擦
              fixDef.restitution = (restitution != null ? restitution : 0.3); // 反発
              fixDef.shape = new b2PolygonShape;
              fixDef.shape.SetAsBox(this.width / 2 / WORLD_SCALE, this.height / 2 / WORLD_SCALE);
              var bodyDef = new b2BodyDef;
              bodyDef.type = staticOrDynamic;
              bodyDef.position.x = 0;
              bodyDef.position.y = 0;
              bodyDef.awake = (awake != null ? awake : true);
              bodyDef.userData = this;
              return world.CreateBody(bodyDef).CreateFixture(fixDef);
          },
          
円形の物理シミュレーション用Sprite生成.
parameter: {Boolean} staticOrDynamic 静止するか動くか.
parameter: {Number} density Spriteの密度.
parameter: {Number} friction Spriteの摩擦.
parameter: {Number} restitution Spriteの反発.
parameter: {Boolean} isSleeping Spriteが初めから物理演算を行うか.

  
          createPhyCircle: function(staticOrDynamic, density, friction, restitution, awake) {
              this.staticOrDynamic = staticOrDynamic;
              var fixDef = new b2FixtureDef;
              fixDef.density = (density != null ? density : 1.0);             // 密度
              fixDef.friction = (friction != null ? friction : 0.5);          // 摩擦
              fixDef.restitution = (restitution != null ? restitution : 0.3); // 反発
              fixDef.shape = new b2CircleShape(this.width / 2 / WORLD_SCALE);
              var bodyDef = new b2BodyDef;
              bodyDef.type = staticOrDynamic;
              bodyDef.position.x = 0;
              bodyDef.position.y = 0;
              bodyDef.awake = (awake != null ? awake : true);
              bodyDef.userData = this;
              return world.CreateBody(bodyDef).CreateFixture(fixDef);
          },
          
Spriteのタイプ 静的(STATIC_SPRITE)か動的(DYNAMIC_SPRITE)か @type {bool}

  
          type: {
              get: function() {
                  if (this.body.m_body.GetType() == b2Body.b2_staticBody)
                      return enchant.box2d.STATIC_SPRITE;
                  return enchant.box2d.DYNAMIC_SPRITE;
              },
              set: function(staticOrDynamic) {
                  this.staticOrDynamic = staticOrDynamic;
                  this.body.m_body.SetType(staticOrDynamic);
              }
          },
          
Spriteのx座標. @type {Number}

  
          x: {
              get: function() {
                  return this.body.m_body.GetPosition().x * WORLD_SCALE - this.width / 2;
              },
              set: function(x) {
                  this._x = x;
                  x += this.width / 2;
                  this.body.m_body.SetPosition(new b2Vec2(x / WORLD_SCALE, this.body.m_body.GetPosition().y));
                  this._dirty = true;
              }
          },
          
Spriteのy座標. @type {Number}

  
          y: {
              get: function() {
                  return this.body.m_body.GetPosition().y * WORLD_SCALE - this.height / 2;
              },
              set: function(y) {
                  this._y = y;
                  y += this.height / 2;
                  this.body.m_body.SetPosition(new b2Vec2(this.body.m_body.GetPosition().x, y / WORLD_SCALE));
                  this._dirty = true;
              }
          },
          
Spriteの中心のx座標. @type {Number}

  
          centerX: {
              get: function() {
                  return this.x + this.width / 2;
              },
              set: function(x) {
                  this.x = x - this.width / 2;
              }
          },
          
Spriteの中心のy座標. @type {Number}

  
          centerY: {
              get: function() {
                  return this.y + this.height / 2;
              },
              set: function(y) {
                  this.y = y - this.height / 2;
              }
          },
          
Spriteの中心座標ベクトル. @type {b2Vec2}

  
          position: {
              get: function() {
                  var pos = this.body.m_body.GetPosition().Copy();
                  pos.Multiply(WORLD_SCALE);
                  return pos;
              },
              set: function(pos) {
                  this.centerX = pos.x;
                  this.centerY = pos.y;
                  this.body.m_body.SetPosition(new b2Vec2(pos.x / WORLD_SCALE, pos.y / WORLD_SCALE));
              }
          },
          
Spriteのx座標の速度(単位はpx/s). @type {Number}

  
          vx: {
              get: function() {
                  return this.body.m_body.GetLinearVelocity().x * WORLD_SCALE;
              },
              set: function(x) {
                  this.body.m_body.SetLinearVelocity(new b2Vec2(x / WORLD_SCALE, this.body.m_body.GetLinearVelocity().y));
              }
          },
          
Spriteのy座標の速度(単位はpx/s). @type {Number}

  
          vy: {
              get: function() {
                  return this.body.m_body.GetLinearVelocity().y * WORLD_SCALE;
              },
              set: function(y) {
                  this.body.m_body.SetLinearVelocity(new b2Vec2(this.body.m_body.GetLinearVelocity().x, y / WORLD_SCALE));
              }
          },
          
Spriteの速度(単位はpx/s). @type {b2Vec2}

  
          velocity: {
              get: function() {
                  var v = this.body.m_body.GetLinearVelocity().Copy();
                  v.Multiply(WORLD_SCALE);
                  return v;
              },
              set: function(v) {
                  this.body.m_body.SetLinearVelocity(new b2Vec2(v.x / WORLD_SCALE, v.y / WORLD_SCALE));
              }
          },
          
Spriteの角度 (度数法).. @type {Number}

  
          angle: {
              get: function() {
                  return this.body.m_body.GetAngle() * (180 / Math.PI);
              },
              set: function(angle) {
                  this.rotation = angle;
                  this.body.m_body.SetAngle(angle * (Math.PI / 180));
              }
          },
          
Spriteの角速度(単位はdeg/s). @type {b2Vec2}

  
          angularVelocity: {
              get: function() {
                  return this.body.m_body.GetAngularVelocity() * (180 / Math.PI);
              },
              set: function(omega) {
                  this.setAwake(true);
                  this.body.m_body.SetAngularVelocity(omega * (Math.PI / 180));
              }
          },
          
継続的な力を加える
parameter: {b2Vec2} force 加える力のベクトル

  
          applyForce: function(force) {
              this.setAwake(true);
              this.body.m_body.ApplyForce(force, this.body.m_body.GetPosition());
          },
          
瞬間的な力を加える
parameter: {b2Vec2} impulse 加える力のベクトル

  
          applyImpulse: function(impulse) {
              this.setAwake(true);
              this.body.m_body.ApplyImpulse(impulse, this.body.m_body.GetPosition());
          },
          
継続的な回転力を与える
parameter: {Number} torque 加える回転力

  
          applyTorque: function(torque) {
              this.setAwake(true);
              this.body.m_body.ApplyTorque(torque);
          },
          
物理シミュレーションされているか @type {Boolean}

  
          sleep: {
              get: function() {
                  return this.body.m_body.IsSleepingAllowed();
              },
              set: function(flag) {
                  this.setAwake(true);
                  this.body.m_body.SetSleepingAllowed(flag);
              }
          },
          
物理シミュレーションされていない時、物理シミュレーションを行う(sleep時は動かなくなるので)
parameter: {Boolean} flag 物理シミュレーションを行うかどうか

  
          setAwake: function(flag) {
              this.body.m_body.SetAwake(flag);
          },
          
衝突判定 @example //bearに当たったSpriteを消す bear.contact(function (sprite) { sprite.destroy(); });
parameter: {function(sprite:enchant.box2d.PhySprite)} [func] ぶつかったSpriteを引数とする関数

  
          contact: function(func) {
              var c = this.body.m_body.m_contactList;
              if (c) {
                  for (var contact = c.contact; contact; contact = contact.m_next) {
                      var pos1 = contact.m_fixtureA.m_body.GetPosition().Copy();
                      pos1.Subtract(contact.m_fixtureB.m_body.GetPosition());
                      pos1.Multiply(WORLD_SCALE);
                      var r1 = (contact.m_fixtureA.m_body.m_userData.width + contact.m_fixtureB.m_body.m_userData.width) / 1.5;
                      var r2 = (contact.m_fixtureA.m_body.m_userData.height + contact.m_fixtureB.m_body.m_userData.height) / 1.5;
                      if (Math.abs(pos1.x) <= r1 && Math.abs(pos1.y) <= r2) {
                          //片方が自分ならもう片方をぶつかった相手として処理する
                          if (this.body.m_body == contact.m_fixtureA.m_body)
                              func(contact.m_fixtureB.m_body.m_userData);
                          else if (this.body.m_body == contact.m_fixtureB.m_body)
                              func(contact.m_fixtureA.m_body.m_userData);
                      }
                  }
              }
          },
          
物体の削除 removeChildではなくこちらでSpriteを取り除く

  
          destroy: function() {
              world.DestroyBody(this.body.m_body);
              this.body.Destroy();
              if (this.parentNode !== null) {
                  this.parentNode.removeChild(this);
              }
          }
  
      });
  
      
@scope enchant.PhyBoxSprite.prototype

  
      enchant.box2d.PhyBoxSprite = enchant.Class.create(enchant.box2d.PhySprite, {
          
四角形の物理シミュレーション用Sprite @example var bear = new PhyBoxSprite(32, 32, enchant.box2d.DYNAMIC_SPRITE, 1.0, 0.5, 0.3, true); bear.image = core.assets['chara1.gif'];
parameter: {Number} [width] Spriteの横幅.
parameter: {Number} [height] Spriteの高さ.
parameter: {Boolean} [staticOrDynamic] 静止するか動くか.
parameter: {Number} [density] Spriteの密度.
parameter: {Number} [friction] Spriteの摩擦.
parameter: {Number} [restitution] Spriteの反発.
parameter: {Boolean} [isSleeping] Spriteが初めから物理演算を行うか. @constructs @extends enchant.box2d.PhySprite

  
          initialize: function(width, height, staticOrDynamic, density, friction, restitution, isSleeping) {
              enchant.box2d.PhySprite.call(this, width, height);
  
              //物理オブジェクトの生成
              this.body = this.createPhyBox(staticOrDynamic, density, friction, restitution, isSleeping);
          }
      });
  
      
@scope enchant.PhyCircleSprite.prototype

  
      enchant.box2d.PhyCircleSprite = enchant.Class.create(enchant.box2d.PhySprite, {
          
円の物理シミュレーション用Sprite @example var bear = new PhyCircleSprite(16, enchant.box2d.DYNAMIC_SPRITE, 1.0, 0.5, 0.3, true); bear.image = core.assets['chara1.gif'];
parameter: {Number} [radius] Spriteの半径.
parameter: {Boolean} [staticOrDynamic] 静止するか動くか.
parameter: {Number} [density] Spriteの密度.
parameter: {Number} [friction] Spriteの摩擦.
parameter: {Number} [restitution] Spriteの反発.
parameter: {Boolean} [isSleeping] Spriteが初めから物理演算を行うか. @constructs @extends enchant.box2d.PhySprite

  
          initialize: function(radius, staticOrDynamic, density, friction, restitution, isSleeping) {
              enchant.box2d.PhySprite.call(this, radius * 2, radius * 2);
  
              //物理オブジェクトの生成
              this.body = this.createPhyCircle(staticOrDynamic, density, friction, restitution, isSleeping);
          }
      });
  
  })();
  


(C) Æliens 04/09/2009

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