HTML and CSS Reference
In-Depth Information
,
b2DebugDraw
=
Box2D
.
Dynamics
.
b2DebugDraw
;
var
var
world
=
new
new
b2World
(
new
new
b2Vec2
(
0
,
20
),
true
true
);
var
var
numBoxes
=
8
;
var
var
boxes
=
new
new
Array
();
var
var
balls
=
new
new
Array
();
var
var
boxHeight
=
25
;
var
var
boxWidth
=
25
;
var
var
startX
=
(
theCanvas
.
width
-
100
);
var
var
startY
=
(
theCanvas
.
height
-
boxHeight
)
-
100
for
for
(
var
var
i
=
0
;
i
<
numBoxes
;
i
++
) {
var
var
boxDef
=
new
new
b2BodyDef
;
boxDef
.
type
=
b2Body
.
b2_dynamicBody
;
var
var
ypos
=
(
startY
-
(
i
*
boxHeight
))
/
scaleFactor
;
var
var
xpos
=
(
startX
)
/
scaleFactor
;
boxDef
.
position
.
Set
(
xpos
,
ypos
);
var
var
newBox
=
world
.
CreateBody
(
boxDef
)
var
var
boxFixture
=
new
new
b2FixtureDef
;
boxFixture
.
density
=
20.0
;
boxFixture
.
friction
=
.
5
;
boxFixture
.
restitution
=
.
1
;
boxFixture
.
shape
=
new
new
b2PolygonShape
;
boxFixture
.
shape
.
SetAsBox
((
boxWidth
/
scaleFactor
)
/
2
,
(
boxHeight
/
scaleFactor
)
/
2
);
newBox
.
CreateFixture
(
boxFixture
);
newBox
.
SetUserData
({
width
:
boxWidth
/
scaleFactor
,
height
:
boxHeight
/
scaleFactor
})
boxes
.
push
(
newBox
);
}
var
var
wallDefs
=
new
new
Array
(
{
x
:
theCanvas
.
width
,
y
:
0
,
w
:
theCanvas
.
width
,
h
:
1
},
//top
{
x
:
theCanvas
.
width
,
y
:
theCanvas
.
height
,
w
:
theCanvas
.
width
,
h
:
1
},
//bottom
{
x
:
0
,
y
:
theCanvas
.
height
,
w
:
1
,
h
:
theCanvas
.
height
},
//left
{
x
:
theCanvas
.
width
,
y
:
theCanvas
.
height
,
w
:
1
,
h
:
theCanvas
.
height
} );
//right
var
var
walls
=
new
new
Array
();
for
for
(
var
var
i
=
0
;
i
<
wallDefs
.
length
;
i
++
) {
var
var
wallDef
=
new
new
b2BodyDef
;
wallDef
.
type
=
b2Body
.
b2_staticBody
;
wallDef
.
position
.
Set
(
wallDefs
[
i
].
x
/
scaleFactor
,
wallDefs
[
i
].
y
/
scaleFactor
);
var
var
newWall
=
world
.
CreateBody
(
wallDef
)
var
var
wallFixture
=
new
new
b2FixtureDef
;
wallFixture
.
density
=
10.0
;
wallFixture
.
friction
=
0.5
;
wallFixture
.
restitution
=
.
5
;
wallFixture
.
shape
=
new
new
b2PolygonShape
;