HTML and CSS Reference
In-Depth Information
function
function
canvasApp
() {
iif
(
!
canvasSupport
()) {
return
return
;
}
function
function
drawScreen
() {
world
.
Step
(
1
/
60
,
10
,
10
);
world
.
DrawDebugData
();
world
.
ClearForces
();
}
theCanvas
=
document
.
getElementById
(
'canvasOne'
);
context
=
theCanvas
.
getContext
(
'2d'
);
var
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
,
b2DebugDraw
=
Box2D
.
Dynamics
.
b2DebugDraw
;
var
var
world
=
new
new
b2World
(
new
new
b2Vec2
(
0
,
10
),
true
true
);
var
var
numBalls
=
50
;
var
var
balls
=
new
new
Array
();
for
for
(
var
var
i
=
0
;
i
<
numBalls
;
i
++
) {
var
var
ballDef
=
new
new
b2BodyDef
;
ballDef
.
type
=
b2Body
.
b2_dynamicBody
;
var
var
ypos
=
(
Math
.
random
()
*
8
)
+
1
;
var
var
xpos
=
(
Math
.
random
()
*
14
)
+
1
;
var
var
size
=
(
Math
.
random
()
*
.
4
)
+
.
2
;
ballDef
.
position
.
Set
(
xpos
,
ypos
);
var
var
ballFixture
=
new
new
b2FixtureDef
;
ballFixture
.
density
=
10.0
;
ballFixture
.
friction
=
0.5
;
ballFixture
.
restitution
=
1
;
ballFixture
.
shape
=
new
new
b2CircleShape
(
size
);
var
var
newBall
=
world
.
CreateBody
(
ballDef
)
newBall
.
CreateFixture
(
ballFixture
);
balls
.
push
(
newBall
);
}
var
var
wallDefs
=
new
new
Array
({
x
:
8.3
,
y
:
.
03
,
w
:
8.3
,
h
:
.
03
},
//top
{
x
:
8.3
,
y
:
13.33
,
w
:
8.3
,
h
:
.
03
},
//bottom
{
x
:
0
,
y
:
6.67
,
w
:
.
03
,
h
:
6.67
},
//left
{
x
:
16.7
,
y
:
6.67
,
w
:
.
03
,
h
:
6.67
} );
//right
var
var
walls
=
new
new
Array
();