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Nov 11th, 2012
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  1. // some variables that we gonna use in this demo  
  2. var initId = 0;  
  3. var player = function(){  
  4.     this.object = null;  
  5.     this.canJump = false;  
  6. };  
  7. var world;  
  8. var ctx;  
  9. var canvasWidth;  
  10. var canvasHeight;  
  11. var keys = [];  
  12.  
  13.  
  14. // HTML5 onLoad event  
  15. //Event.observe(window, 'load', function() {  
  16.  
  17. $(document).ready(function() { //jquery doc ready
  18.  
  19.     world = createWorld(); // box2DWorld  
  20.    
  21.     var canvasElm = document.getElementById('game');  
  22.     ctx = canvasElm.getContext('2d'); // 2  
  23.  
  24.     canvasWidth = parseInt(canvasElm.width);  
  25.     canvasHeight = parseInt(canvasElm.height);  
  26.     initGame(); // 3  
  27.     step(); // 4  
  28. // 5  
  29.     //window.addEventListener('keydown',handleKeyDown,true);  
  30.     //window.addEventListener('keyup',handleKeyUp,true);  
  31. });
  32.  
  33.  
  34. function initGame(){  
  35.     // create 2 big platforms  
  36.     createBox(world, 60, 230, 60, 180, true, 'ground');  //biggest
  37.  
  38.   /*  createBox(world, 560, 360, 50, 50, true, 'ground');  /*
  39.     // create small platforms  
  40.     for (var i = 0; i < 5; i++){  
  41.         createBox(world, 150+(80*i), 360, 5, 40+(i*15), true, 'ground');  
  42.     }  
  43. */
  44.  
  45.     // create player ball  
  46.     /*
  47.     var ballSd = new b2CircleDef();  
  48.     ballSd.density = 0.1;  
  49.     ballSd.radius = 12;  
  50.     ballSd.restitution = 0.5;  
  51.     ballSd.friction = 1;  
  52.     ballSd.userData = 'player';  
  53.     var ballBd = new b2BodyDef();  
  54.     ballBd.linearDamping = .03;  
  55.     ballBd.allowSleep = false;  
  56.     ballBd.AddShape(ballSd);  
  57.     ballBd.position.Set(20,0);  
  58.     player.object = world.CreateBody(ballBd);  
  59.     */
  60.  
  61.    
  62.  
  63.     var bodyDef = new b2BodyDef;
  64.     var fixDef = new b2FixtureDef;
  65.  
  66.     bodyDef.type = b2Body.b2_dynamicBody;
  67.     fixDef.shape = new b2CircleShape(
  68.         12 //radius
  69.     );
  70.     bodyDef.position.x = Math.random() * 10;
  71.     bodyDef.position.y = Math.random() * 10;
  72.  
  73.     /*
  74.     console.log('fixDef');
  75.     console.log(fixDef);
  76.     */
  77.     player.object = world.CreateBody(bodyDef).CreateFixture(fixDef);
  78.  
  79.     var debugDraw = new b2DebugDraw();
  80.                         debugDraw.SetSprite(document.getElementById("game").getContext("2d"));
  81.                         debugDraw.SetDrawScale(30.0);
  82.                         debugDraw.SetFillAlpha(0.3);
  83.                         debugDraw.SetLineThickness(1.0);
  84.                         debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
  85.                         world.SetDebugDraw(debugDraw);
  86. }  
  87.  
  88. function step() {  
  89.  
  90.     console.log('stepping');
  91.  
  92.     var stepping = false;  
  93.     var timeStep = 1.0/60;  
  94.     var iteration = 1;  
  95.     // 1  
  96.     world.Step(timeStep, iteration);  
  97.     // 2  
  98.     ctx.clearRect(0, 0, canvasWidth, canvasHeight);  
  99.  
  100.     drawWorld(world, ctx);  
  101.     // 3  
  102.  
  103.     //world.DrawDebugData();
  104.  
  105.     setTimeout('step()', 2000);
  106.  
  107. }
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