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demo.html
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<!DOCTYPE html>
<head>
<title>ANEngine</title>
<script type="text/javascript" src="./ANEngine/jquery-2.0.2.min.js"></script>
<script type="text/javascript" src="./ANEngine/hammer.min.js"></script>
<script type="text/javascript" src="./ANEngine/Box2dWeb-2.1.a.3.js"></script>
<script type="text/javascript" src="./ANEngine/ANEngine.js"></script>
<script type="text/javascript" src="./ANEngine/ANEngine.Util.js"></script>
</head>
<body>
<script>
/*var arr = [{item:"a",index:2},{item:"b",index:1},{item:"c",index:1},{item:"d",index:1},{item:"e",index:1}];
arr.sort(function(a,b){return a.index-b.index;});
arr.push({item:"f",index:1});
arr.sort(function(a,b){return a.index-b.index;});
arr.push({item:"g",index:1});
arr.sort(function(a,b){return a.index-b.index;});
console.log(arr);*/
window.onload = function(){
$(window).resize(function()
{
document.getElementById("canvas").width = $(window).width();
document.getElementById("canvas").height = $(window).height();
});
document.getElementById("canvas").width = $(window).width();
document.getElementById("canvas").height = $(window).height();
var start = false;
var camera = new ANEngine.Camera.HoverCamera();
//鼠标控制
var baseController = null;
//camera.lookAt(-10,-10);
//camera.setFar(50);camera.maxVelocityFar = 3;
var scene = new ANEngine.Scene(document.getElementById("canvas"));
scene.setCamera(camera);
var layer = new ANEngine.Layer();
var spriteA = new ANEngine.Sprite(4,2,2,2);
var spriteB = new ANEngine.Sprite(3,11,30,2,.3);
var spriteC = new ANEngine.Sprite(8,0,4,4);
var spriteD = new ANEngine.Sprite(28,8,12,2,Math.PI/2);
var spriteE = new ANEngine.Sprite(6,0,2,2);
var particle = new ANEngine.MovieClip(15,2.5,3,3);
//var container = new ANEngine.Container(0,0,10,10);
camera.bind(particle);
camera.bindObjOffsetX = 20;
camera.bindObjOffsetY = 10;
particle.blend = "lighter";
var movieClip = new ANEngine.MovieClip(5,3,4,4);
//设置物理皮肤
var phyData = {type:ANEngine.physicalEngine.PhysicsAttr.Type.Dynamic,shape:ANEngine.physicalEngine.PhysicsAttr.Shape.Box};
phyData.type = ANEngine.physicalEngine.PhysicsAttr.Type.Static;
spriteB.physicalSkin.setPhysics(phyData);
spriteD.physicalSkin.setPhysics(phyData);
phyData.type = ANEngine.physicalEngine.PhysicsAttr.Type.Dynamic;
phyData.shape = ANEngine.physicalEngine.PhysicsAttr.Shape.Circle;
spriteA.physicalSkin.setPhysics(phyData);
spriteC.physicalSkin.setPhysics(phyData);
spriteE.physicalSkin.setPhysics(phyData);
phyData.restitution = .8;
particle.physicalSkin.setPhysics(phyData);
phyData.restitution = .3;
phyData.shape = ANEngine.physicalEngine.PhysicsAttr.Shape.Box;
movieClip.physicalSkin.setPhysics(phyData);
var loadMonitor = new ANEngine.Util.LoadMonitor();
//设置背景贴图
loadMonitor.addImgSource("./assets/bird2.png",function(img){
spriteA.setChartlet(img);
});
loadMonitor.addImgSource("./assets/bird1.png",function(img){
spriteC.setChartlet(img);
layer.addAnimItem(spriteC.Clone());
});
loadMonitor.addImgSource("./assets/glass.png",function(img){
spriteB.setChartlet(img);
});
loadMonitor.addImgSource("./assets/wood.png",function(img){
spriteD.setChartlet(img);
});
loadMonitor.addImgSource("./assets/bird3.png",function(img){
spriteE.setChartlet(img);
});
loadMonitor.addImgSource("./assets/eff.png",function(img){
loadMonitor.addOtherSource("./assets/eff.xml",{},function(xml){
particle.setSpriteSheet(img,ANEngine.Util.MovieClip.XmlToJson(xml),24);
layer.addAnimItem(particle.Clone());
},"xml");
});
loadMonitor.addImgSource("./assets/zombie1.png",function(img){
loadMonitor.addJsonSource("./assets/zombie1.json",function(json){
movieClip.setSpriteSheet(img,json,24);
//console.log(movieClip.totalFrame());
});
});
loadMonitor.addImgSource("./assets/bg.png",function(img){
scene.setBG(img);
});
loadMonitor.onprogress = function(num,all)
{
//console.log("loaded:"+num+",percent:"+num/all);
$("#progressbar").width(100*num/all+"%");
}
loadMonitor.onload = function(len,s)
{
//console.log(s);
//console.log("All loaded("+all+")");
start = true;
$("canvas").show();
baseController = new ANEngine.Util.BaseController(document.getElementById("canvas"),scene,true);
}
//添加Sprite,图层,物理外形
layer.addAnimItem(spriteA);
layer.addAnimItem(spriteB);
layer.addAnimItem(spriteC);
layer.addAnimItem(spriteD);
layer.addAnimItem(spriteE);
layer.addAnimItem(movieClip);
layer.addAnimItem(particle);
//layer.addAnimItem(container);
scene.addLayer(layer);
spriteA.physicalSkin.addToPhyWorld();
spriteB.physicalSkin.addToPhyWorld();
spriteC.physicalSkin.addToPhyWorld();
spriteD.physicalSkin.addToPhyWorld();
spriteE.physicalSkin.addToPhyWorld();
movieClip.physicalSkin.addToPhyWorld();
particle.physicalSkin.addToPhyWorld();
/*spriteA.drawInCanvas(function(canvas,g)
{
g.drawPhyBorder(canvas);
g.drawSpriteBorder(canvas);
});*/
//画出物理边框和Sprite边框
spriteA.drawBorder = true;
spriteB.drawBorder = true;
spriteC.drawBorder = true;
spriteD.drawBorder = true;
spriteE.drawBorder = true;
movieClip.drawBorder = true;
//joint
var bridge = new ANEngine.physicalEngine.ComplexShape.BridgeShape();
bridge.config = {lowerAngle:-15 / (180/Math.PI),
upperAngle:15 / (180/Math.PI),
enableLimit :true,
anchor_offset:{x:.1}};
/*container.addChild(spriteA);
container.addChild(spriteC);
container.addChild(movieClip);
container.addChild(particle);*/
//container.addChildren([{item:spriteA,index:1},{item:spriteC,index:1},{item:movieClip,index:1},{item:particle,index:1}]);
var nodeNum = 60,_x=-10,_y=0;
phyData.density = 10;
var bridgeItems = new Array();
for(var i=0;i<nodeNum;i++)
{
var sprite = new ANEngine.Sprite(_x,_y,1,.5);
_x = _x + 1;
sprite.physicalSkin.setPhysics(phyData);
layer.addAnimItem(sprite);
sprite.physicalSkin.addToPhyWorld();
sprite.drawBorder = true;
bridgeItems.push({item:sprite});
//container.addChild(sprite,1,false);
}
bridge.initialize(bridgeItems,scene.phyWorld);
//spriteC.alpha(.5);
//spriteC.scale(.5,.5);
//layer.removeAnimItem(spriteC);
//spriteC.physicalSkin.destroyPhy();
//layer.addAnimItem(spriteC);
//睡眠
//spriteC.physicalSkin.setAwakePhy(false);
//var px=0,py=0;
//移动物体
//spriteC.physicalSkin.setTransformPhy(px,py);px+=.02;py+=.01;
//移动物体 Joint Transform
//spriteE.physicalSkin.setJointTransform(80,20);
//渲染
setInterval(function(){
if(start)
{
//向物体物体中心施加力,单位牛
spriteA.physicalSkin.applyForceToCenterPhy(40000,30000);
baseController.update();
ANEngine.render(scene);
}
},1000/ANEngine.fps);
}
</script>
<div style="border:1px solid black;width:300px;height:20px;">
<div id="progressbar" style="width:0%;height:inherit;background-color:blue;"></div>
</div>
<canvas id="canvas" style="display:none;position:absolute;left:0;top:0;">Your browser does not support the HTML5 canvas tag.</canvas>
</body>