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jquerycssimagebox2dphysics-engine

Box2djs, JS Physics Engine - Setting a background image for ball objects?


Working with the Box2djs plugin here: http://www.crackin.com/dev/mms/physics/

... and all I'm trying to do is fill the ball objects with an image texture. I was hoping it was as simple as setting a css value, but I don't seem to be doing it right as none of the standard background related css rules change the balls. Using a math.random I could create 5 distinct class names to apply to each ball to create the different textured objects.

Here's an example of what it looks like now, compared to something I could make them look like using images: M&M Mock Image

This is the specific build of the physics engine I'm using this ... github.com/hrj/box2d-js ... which is using jQuery instead of Prototype.


Solution

  • I've been playing with Box2DJS a lot and think I've found everything I need to implement it for almost anything (e.g. collision detection hooks, etc). Here is a snippet of code that I wrote to integrate a box or circle image in place of a box or circle object:

    if ( myBallImage )
        {
        for ( aBody = world.m_bodyList; aBody != null; aBody = aBody.m_next )
            {
            var jellyObject = aBody.GetUserData();
            if ( typeof(jellyObject) != "object" || jellyObject == null )
                continue;
    
            var position = aBody.GetCenterPosition();
            var angle = aBody.GetRotation();
            var mass = aBody.GetMass();
            var halfheight = 0;
            var halfwidth = 0;
    
            for ( aShape = aBody.GetShapeList(); aShape != null; aShape = aShape.m_next )
                {
                halfheight = aShape.GetHalfHeight();
                halfwidth = aShape.GetHalfWidth();
                }
    
            ctx.save();
            ctx.translate( position.x, position.y );
            ctx.rotate( angle );
            ctx.translate( -halfwidth, -halfheight );   // halfwidth, halfheight
    
            if ( jellyObject.shape == "MYBALL" )
                ctx.drawImage(myBallImage, 0, 0, halfwidth*2, halfheight*2 );
            else
            if ( jellyObject.shape == "MYBOX" )
                ctx.drawImage(myBoxImage, 0, 0, halfwidth*2, halfheight*2 );
    
            ctx.restore();
            }
        }
    else
        {
        myBallImage = new Image();
        myBallImage.src = 'circle.gif';
    
        myBoxImage = new Image();
        myBoxImage.src = 'box.gif';
        }