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ej4.html
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ej4.html
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<!DOCTYPE HTML>
<html>
<head>
<script type="text/javascript" src="engine/math.js"></script>
<script type="text/javascript" src="engine/body.js"></script>
<script type="text/javascript" src="engine/world.js"></script>
<script type="text/javascript" src="engine/collision.js"></script>
<script type="text/javascript" src="engine/contact.js"></script>
<script type="text/javascript" src="engine/constraint.js"></script>
<script type="text/javascript">
var elapsed_time = 1/60;
var canvas;
var ctx;
var ex = 10;
var ey = 10;
var ox = 20;
var oy = 20;
// pos y tamaño de pantalla
var OX = 1;
var OY = 1;
var DX = 90;
var DY = 50;
// posicion del mouse
var mouse_x = 0;
var mouse_y = 0;
var gravity = new Vector2( 0, 40 );
var fixed_dt = 1.0/60.0; // avance del tiempo constante
var _world = new World();
var init = false;
var canion = null;
var potencia = 100;
function Update()
{
_world.Update(elapsed_time);
}
function Render()
{
if (canvas.getContext)
{
// borro la pantalla
ctx.fillStyle = 'rgba(0,0,0,255)';
ctx.fillRect(0,0,2000,2000);
// dibujo la escena esquematica con el motor
_world.Render(ctx);
ctx.font = "16px Arial";
ctx.fillText("potencia = "+ potencia.toFixed(0) , 10, 20);
}
}
function RenderLoop()
{
if (!init)
return;
Update();
Render();
}
function doKeyDown(e)
{
e = e || window.event;
var xPos = (mouse_x-ox)/ ex;
var yPos = (mouse_y-oy)/ ey;
if(e.keyCode==32)
{
// espacio: dispara un pajaro
// el pajaro sale desde la punta del cañon
var x = canion.position.x + Math.cos(canion.orient)*10;
var y = canion.position.y + Math.sin(canion.orient)*10;
var p = _world.AddCircle(x,y,2);
// y su velocidad depende de la potencia
var k = potencia/100 * 30;
p.velocity.x = Math.cos(canion.orient)* k;
p.velocity.y = Math.sin(canion.orient)* k;
}
else
if(e.keyCode==40)
{
// "abajo"
canion.SetOrient( canion.orient + 0.05);
}
else
if(e.keyCode==38)
{
// "arriba"
canion.SetOrient( canion.orient - 0.05);
}
else
if(e.keyCode==39)
{
// "derecha"
potencia+=10;
}
else
if(e.keyCode==37)
{
// "izquierda"
potencia-=10;
}
}
function onMouseMove()
{
var xPos = window.event.offsetX;
var yPos = window.event.offsetY;
// actualizo la posicion del mouse
mouse_x = xPos;
mouse_y = yPos;
}
function onMouseDown(e) {
e = e || window.event;
switch (e.which)
{
case 1:
// Left button
break;
case 2:
// middle button
break;
case 3:
// right button
break;
}
}
function onMouseUp(e)
{
e = e || window.event;
switch (e.which) {
case 1:
// Left button
break;
case 2:
// middle button
break;
case 3:
// right button
break;
}
}
function loadscene()
{
// piso
var p = _world.AddBox(OX+DX/2,OY+DY,DX,2);
p.SetStatic();
// cañon
canion = _world.AddBox(OX+5,OY+DY-5,7,2);
canion.shape.SetCenterOfMass(new Vector2(-3,0));
canion.SetOrient(-1);
canion.SetStatic();
// pilares
p = _world.AddBox(OX+50,OY+DY-5,3,10);
p = _world.AddBox(OX+60,OY+DY-5,3,10);
p = _world.AddBox(OX+55,OY+DY-12,14,2);
init = true;
}
function main()
{
document.addEventListener( "keydown", doKeyDown, true);
document.addEventListener("mousemove", onMouseMove, true);
document.addEventListener("mousedown", onMouseDown, true);
document.addEventListener("mouseup", onMouseUp, true);
canvas = document.getElementById('mycanvas');
ctx = canvas.getContext('2d');
loadscene();
setInterval(RenderLoop, elapsed_time * 1000);
}
</script>
</head>
<body onload="main();">
<canvas id="mycanvas" width="900" height="600"></canvas>
</body>
</html>