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 ;
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