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Can't work out what I'm doing wrong. Looking at the code below my logic is that each time the draw function is called the ellipse's coordinates are changed to be another random number.
However instead of the coordinates being changed, the ellipse is just being redrawn at the 'new' coordinates.
Does anyone care to shed some light on why the shape is being redrawn rather than moved? I'm using the p5 javascript library.
var frate = 10;
var elliX = 500;
var elliY = 400;
function setup() {
createCanvas(100, 100);
frameRate(frate);
}
function draw() {
elliX = (random(0,100));
elliY = (random(0,100));
ellipse(elliX, elliY, 30);
}
p5 doesn't clear the canvas by default, so it's adding a new circle every time you're drawing. To clear, you can call clear() beforehand, like so:
var frate = 10;
var elliX = 500;
var elliY = 400;
function setup() {
createCanvas(100, 100);
frameRate(frate);
}
function draw() {
clear();
elliX = (random(0,100));
elliY = (random(0,100));
ellipse(elliX, elliY, 30);
}
<script src="https://unpkg.com/p5#0.6.1/lib/p5.min.js"></script>
I have a canvas for the game world and a canvas for the display screen. I also have a polygon with nodes V(x,y) to serve as a viewport that follows the player and his rotation. I would like to know how to clip from the game world along the polygon, rotate and draw to the smaller canvas.`
//main looping function
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
//joystick setup
var leftManager = null;
var rightManager = null;
//precalculated math
var twoPi = Math.PI*2;
var halfPi = Math.PI/2;
var thirdOfCircleInRadians = twoPi/3;
//game canvas setup
var gameCvs = document.getElementById('gameCanvas');
gameCvs.width = 480;
gameCvs.height = 320;
//gameCvs.width - 960;
//gameCvs.height = 640;
var gameCtx = gameCvs.getContext("2d");
//game loop
var lastTime = 0;
function main() {
var now = Date.now();
var dt = lastTime==0? 0.016 : (now - lastTime) / 1000.0;
update(dt);
render(dt);
lastTime = now;
requestAnimFrame(main);
}
//collision class shorthand
var V = SAT.Vector;
var C = SAT.Circle;
var P = SAT.Polygon;
var R = new SAT.Response();
P.prototype.draw = function (ctx,type) {
ctx.save();
switch(type){
case 'van': ctx.fillStyle = "rgba(66, 66, 66, 0.5)"; break;
case 'col': ctx.fillStyle = "rgba(0, 0, 0, 1.0)"; break;
default: ctx.fillStyle = "rgba(0, 0, 0, 1.0)"; break;
}
ctx.translate(this.pos.x, this.pos.y);
ctx.beginPath();
var points = this.calcPoints;
ctx.moveTo(points[0].x, points[0].y);
var i = points.length;
while (i--) ctx.lineTo(points[i].x, points[i].y);
ctx.closePath();
//stroke to see through camera, when camera is not drawn use fill
ctx.stroke();
//ctx.fill();
ctx.restore();
};
//first for collisions, second for vanity. first is black, second is grey
var O = function(colPolygon,vanPolygon){
this.colPolygon = colPolygon;
this.vanPolygon = vanPolygon;
this.visible = false;
};
var objectVendor = function(type,position){
switch(type){
case 'tree':
return new O(new P(position,[
new V(10.5,19.5),
new V(20.5,9.5),
new V(23,-4),
new V(15,-16.5),
new V(-4,-19.5),
new V(-18,-14.5),
new V(-23,-0.5),
new V(-18.5,14.5),
new V(-8,20)
]),new P(position,[
new V(21,39),
new V(41,19),
new V(46,-8),
new V(30,-33),
new V(-8,-39),
new V(-36,-29),
new V(-46,-1),
new V(-37,29),
new V(-16,40)]));
break;
default: return false; break;
}
return false;
}
//Camera and Player Polygons
var cameraPoly = new P(new V(0,0),[
new V(-240,-160),
new V(240,-160),
new V(240,160),
new V(-240,160)
]);
var player = new P(new V(0,0),[
new V(5,2.5),
new V(7.5,2),
new V(7.5,-2),
new V(5,-2.5),
new V(-5,-2.5),
new V(-7.5,-2),
new V(-7.5,2),
new V(-5,2.5)
]);
//players start position on the screen, and starting angle, init velocity
player.pos = new V(240,160);
player.setAngle(1);
//players velocity for movement
player.vel = new V(0,0);
var world = {
objects: [],
visibleObjects: [],
worldCvs: null,
worldCtx: null,
init: function(){
//set up world canvas
this.worldCvs = document.createElement('canvas');
this.worldCvs.width = 480;
this.worldCvs.height = 480;
this.worldCtx = this.worldCvs.getContext("2d");
//populate world with stuff
this.objects.push(objectVendor('tree',new V(100,100)));
this.objects.push(objectVendor('tree',new V(150,200)));
this.objects.push(objectVendor('tree',new V(75,300)));
},
update: function(dt){
this.visibleObjects = [];
cameraPoly.setAngle(player.angle);
//cameraPoly.pos = player.pos;
cameraPoly.pos = new V(player.pos.x+(110*Math.cos(player.angle+halfPi)),player.pos.y+(110*Math.sin(player.angle+halfPi)));
//update objects to mark if they are in view
var i = this.objects.length;
while(i--){
if(SAT.testPolygonPolygon(this.objects[i].vanPolygon, cameraPoly, R)){
this.visibleObjects.push(this.objects[i]);
}
}
//}
},
draw: function(dt){
this.worldCtx.setTransform(1,0,0,1,0,0);
this.worldCtx.clearRect(0,0,this.worldCvs.width,this.worldCvs.height);
player.draw(this.worldCtx);
var i = this.visibleObjects.length;
while(i--){
this.visibleObjects[i].colPolygon.draw(this.worldCtx,'col');
this.visibleObjects[i].vanPolygon.draw(this.worldCtx,'van');
}
//for testing
cameraPoly.draw(this.worldCtx);
/*
this.worldCtx.save();
this.worldCtx.beginPath();
var i = cameraPoly.calcPoints.length;
this.worldCtx.moveTo(cameraPoly.calcPoints[0].x,cameraPoly.calcPoints[0].y);
while(i--){
this.worldCtx.lineTo(cameraPoly.calcPoints[i].x,cameraPoly.calcPoints[i].y);
}
this.worldCtx.clip();
this.worldCtx.restore();
*/
}
}
function render(dt){
gameCtx.setTransform(1,0,0,1,0,0);
gameCtx.clearRect(0,0,gameCvs.width,gameCvs.height);
world.draw();
//gameCtx.save();
//gameCtx.translate(cameraPoly.pos.x,cameraPoly.pos.y);
//gameCtx.translate(gameCtx.width/2,gameCtx.height/2);
//gameCtx.rotate(-player.angle+halfPi);
//gameCtx.translate(-world.worldCvs.width/2,-world.worldCvs.height/2);
gameCtx.drawImage(world.worldCvs,0,0);
//gameCtx.restore();
}
function update(dt){
world.update();
}
function init(){
//joystick setup
leftManager = nipplejs.create({
zone:document.getElementById("leftJoystick"),
color:"black",
size:75,
threshold:1.0,
position:{
top:"50%",
left:"50%"
},
mode:"static",
restOpacity:0.75,
});
rightManager = nipplejs.create({
zone:document.getElementById("rightJoystick"),
color:"black",
size:75,
threshold:1.0,
position:{
top:"50%",
right:"50%"
},
mode:"static",
restOpacity:0.75,
});
//joystick event setup
leftManager.get().on('move end', function(evt,data){
//console.log(evt);
//console.log(data);
});
rightManager.get().on('move end', function(evt,data){
//console.log(evt);
//console.log(data);
});
world.init();
main();
}
init();
`
I'm using libraries SAT.js and nipplejs.js currently.
Typically this is done in a little different of a way than you seem to be thinking of it. Instead of thinking about the viewport existing somewhere in the world, you should think about the viewport being fixed and the world being transformed behind it; you don't copy part of the world to the viewport, you draw the world offset and rotated by a certain amount, and only draw the parts that are inside the viewport. Matrices are an easy and common way to represent this transformation. You may want to read more about them here.
In practice, this would just amount to changing your existing call to worldCtx.setTransform() at the beginning of each draw frame. That link has information about how to calculate a good transform matrix, and you can find similar resources all over the place since it's pretty standard math.
In particular, you'll want to multiply a rotation and a translation matrix. Translation matrices are only possible if you use a matrix with higher-order than your coordinate space; for 2D, a 3x3 matrix, and for 3D, a 4x4 matrix. You could instead choose to just add some offset to your coordinates as you draw them, but worldCtx.setTransform already takes a matrix with a 3rd column for putting flat offsets into.
Changing the render function to the following will solve the problem, just rushing myself and didn't think things through very well.
`
function render(dt){
gameCtx.setTransform(1,0,0,1,0,0);
gameCtx.clearRect(0,0,gameCvs.width,gameCvs.height);
world.draw();
gameCtx.translate(gameCvs.width/2,gameCvs.height/2);
gameCtx.rotate(-player.angle+Math.PI);
gameCtx.translate(-cameraPoly.pos.x,-cameraPoly.pos.y);
gameCtx.drawImage(world.worldCvs,0,0);
}`
What this is doing is resetting any transformations on the context, clearing it for a new redrawing, creating the world canvas, translating to display center, rotating by the proper amount for reference point, translating to reference center point on negative axis to move game canvas proper amount so that drawing at 0,0 is in the correct location. Thank you for the reference material!
I've been trying to develop a scratch card in EaselJS.
So far, I've managed to get a Shape instance above a Bitmap one and enabled erasing it with click and drag events, so the image below becomes visible.
I've used the updateCache() with the compositeOperation approach and it was easy enough, but here is my issue:
How can I find out how much the user has already erased from the Shape instance, so I can setup a callback function when, say, 90% of the image below is visible?
Here is a functioning example of what I'm pursuing: http://codecanyon.net/item/html5-scratch-card/full_screen_preview/8721110?ref=jqueryrain&ref=jqueryrain&clickthrough_id=471288428&redirect_back=true
This is my code so far:
function Lottery(stageId) {
this.Stage_constructor(stageId);
var self = this;
var isDrawing = false;
var x, y;
this.autoClear = true;
this.enableMouseOver();
self.on("stagemousedown", startDrawing);
self.on("stagemouseup", stopDrawing);
self.on("stagemousemove", draw);
var rectWidth = self.canvas.width;
var rectHeight = self.canvas.height;
// Image
var background = new createjs.Bitmap("http://www.taxjusticeblog.org/lottery.jpg");
self.addChild(background);
// Layer above image
var overlay = new createjs.Shape();
overlay.graphics
.f("#55BB55")
.r(0, 0, rectWidth, rectHeight);
self.addChild(overlay);
overlay.cache(0, 0, self.canvas.width, self.canvas.height);
// Cursor
self.brush = new createjs.Shape();
self.brush.graphics
.f("#DD1111")
.dc(0, 0, 5);
self.brush.cache(-10, -10, 25, 25);
self.cursor = "none";
self.addChild(self.brush);
function startDrawing(evt) {
x = evt.stageX-0.001;
y = evt.stageY-0.001;
isDrawing = true;
draw(evt);
};
function stopDrawing() {
isDrawing = false;
};
function draw(evt) {
self.brush.x = self.mouseX;
self.brush.y = self.mouseY;
if (!isDrawing) {
self.update();
return;
}
overlay.graphics.clear();
// Eraser line
overlay.graphics
.ss(15, 1)
.s("rgba(30,30,30,1)")
.mt(x, y)
.lt(evt.stageX, evt.stageY);
overlay.updateCache("destination-out");
x = evt.stageX;
y = evt.stageY;
self.update();
$rootScope.$broadcast("LotteryChangeEvent");
};
}
Any ideas?
That's a tricky one, regardless of the language. The naive solution would simply be to track the length of the paths the user "draws" within the active area, and then reveal when they scratch long enough. That's obviously not very accurate, but is fairly simple and might be good enough.
The more accurate approach would be to get the pixel data of the cacheCanvas, then check the alpha value of each pixel to get an idea of how many pixels are transparent (have low alpha). You could optimize this significantly by only checking every N pixel (ex. every 5th pixel in every 5th row would run 25X faster).
I want to draw some continuously growing lines in HTML5 and Javascript. Here is what I want to do:
A point located at the center of my screen will have 3 lines growing (120 degree to each other) to a certain length, say 50 pix, then each of this 3 vertex will become a new center and have another 3 lines.
(I couldnt post images due to low reputation I have, hopefully you know what I mean abt the image here...)
I already written the function to have a array of all the points I need as the centers, starting from the center of my screen. I am thinking to write a loop over this array to draw the lines. I DO NOT want to directly use the stroke so that the line just appears on the screen. I want to have something like the the lines are drawn bit by bit (bad english here, please excuse my english) until it reaches the pre-defined length. However my code dont work quite well here, it only displays all the center points and only the last center point has the movement to have the 3 lines to grow...
I need to know the correct way to do this... many thanks in advance!
(please ignore the variable time or startTime in my code... )
<script>
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
var canvas = document.getElementById('myCanvas');
canvas.width= window.innerWidth;
canvas.height= window.innerHeight;
var context = canvas.getContext('2d');
var totalLength = 50;
var centreSet = new Array();
var counter = 0;
var centre = {
x: canvas.width / 2,
y: canvas.height / 2,
};
var myLine = {
length : 0,
color : 'grey',
lineWidth : 0.5,
};
function drawLine(centre, context, mylength) {
context.beginPath();
context.moveTo(centre.x, centre.y);
context.lineTo(centre.x, centre.y - mylength);
context.moveTo(centre.x, centre.y);
context.lineTo(centre.x - 0.866 * mylength, centre.y + mylength/2);
context.moveTo(centre.x, centre.y);
context.lineTo(centre.x + 0.866 * mylength, centre.y + mylength/2);
context.lineWidth = myLine.lineWidth;
context.strokeStyle = myLine.color;
context.closePath();
context.stroke();
}
function startAnimate(centre, canvas, context, startTime, mylength) {
// update
var time = (new Date()).getTime() - startTime;
var linearSpeed = 5;
// pixels / second
var newX = linearSpeed / 10;
if(mylength < totalLength) {
mylength = mylength + newX;
// clear
//context.clearRect(0, 0, canvas.width, canvas.height);
drawLine(centre, context, mylength);
// request new frame
requestAnimFrame(function() {
startAnimate(centre, canvas, context, startTime, mylength);
});
}
}
function animate(centre, canvas, context, startTime){
//create array to have all the center points
centreSet = getCentres();
for (var i = 0; i < centreSet.length; i++){
//pass the x and y values in a object for each center we have in the array
centre.x = str2x(centreSet[i]);
centre.y = str2y(centreSet[i]);
startAnimate(centre, canvas, context, startTime, 0);
}
}
setTimeout(function() {
var startTime = (new Date()).getTime();
animate(centre, canvas, context, startTime);
}, 1000);
I just edited your code, I added the following part:
var length = 0;
for(var i = 0; i < 380; i++){
window.setTimeout(function() {drawFrame(length);},16.67);
length = length + 0.25;
}
I expect the screen appears to draw the incremental lines bit by bit until it reaches the length I want. However, it seems like the whole incremental process is not shown and it only shows the finished drawing.
Can anyone tell me why?
Regarding your followup question about why your animation loop fails
By putting your setTimeout in a for-loop, each new setTimeout is cancelling the previous setTimeout.
So you’re just left with the very last setTimeout running to completion.
In an animation loop, you typically do 3 things during each "frame":
Change some data to reflect how the new frame is different from the previous frame.
Draw the frame.
Test if the animation is complete. If not, do another frame (go to #1).
The setTimeout function is used to do the last part of #3 (do another frame)
So setTimeout is really acting as your animation loop. --- Your for-loop is not needed.
This is how you would restructure your code to follow this pattern:
var length=0;
var maxLength=50;
function draw(){
// make the line .25 longer
length=length+.25;
// draw
drawFrame(length);
// test if the line is fully extended
// if not, call setTimeout again
// setTimeout(draw,100) will call this same draw() function in 100ms
if(length<maxLength){
setTimeout(draw,100);
}
}
[Edited: to include spawning of child objects after lines reach terminal distance]
In your code you were not spawning new center points when the lines reached their maximum extension.
I would suggest that each of your centre objects have at least this much information in order to spawn a new set of centre objects when their lines reach terminal length:
var newCentrePoint={
x:x,
y:y,
maxLength:newMaxLength,
growLength:growLength,
currentLength:0,
isActive:true
}
The x,y are the centerpoint’s coordinates.
maxLength is the maximum extension of the 3 lines before they are terminated.
growLength is the amount by which each line will grow in each new frame.
currentLength is the current length of the line.
isActive is a flag indicating if this point is growing lines (true) or if it’s terminated (false)
Then when each line reaches terminal length you can spawn a new set of lines like this:
// spawns 3 new centre points – default values are for testing
function spawn(point,newMaxLength,newColor,growLength,newLineWidth){
var max=newMaxLength||point.maxLength/2;
var color=newColor|| (colors[++colorIndex%(colors.length)]);
var grow=growLength||point.growLength/2;
var lw=newLineWidth||point.lineWidth-1;
// new center points are spawned at the termination points of the 3 current lines
newPoint((point.x),(point.y-point.maxLength),max,color,grow,lw);
newPoint((point.x-0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw);
newPoint((point.x+0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw);
}
// creates a new point object and puts in the centreSet array for processing
function newPoint(x,y,newMaxLength,newColor,growLength,newLineWidth){
var newPt={
x:x,
y:y,
maxLength:newMaxLength,
color:newColor,
lineWidth:newLineWidth,
growLength:growLength,
currentLength:0,
isActive:true
}
centreSet.push(newPt);
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/Vc8Gf/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var context = canvas.getContext('2d');
// colors
var colors=["red","blue","gold","purple","green"];
var colorIndex=0;
//
var centreSet=[]
var generations=1;
// seed point
newPoint(canvas.width/2,canvas.height/2,100,"red",15);
// start
draw();
//
function draw(){
//
context.clearRect(0,0,canvas.width,canvas.height);
//
for(var i=0;i<centreSet.length;i++){
//
var centre=centreSet[i];
//
if(centre.isActive){
//
centre.currentLength+=centre.growLength;
//
if(centre.currentLength>=centre.maxLength){
centre.isActive=false;
centre.currentLength=centre.maxLength;
spawn(centre);
}
}
//
drawLines(centre);
}
//
if(generations<120){
setTimeout(draw,500);
}else{
context.font="18pt Verdana";
context.fillText("Finished 120 generations",40,350);
}
}
function spawn(point,newMaxLength,newColor,growLength,newLineWidth){
var max=newMaxLength||point.maxLength/2;
var color=newColor|| (colors[++colorIndex%(colors.length)]);
var grow=growLength||point.growLength/2;
var lw=newLineWidth||point.lineWidth-1;
newPoint((point.x),(point.y-point.maxLength),max,color,grow,lw);
newPoint((point.x-0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw);
newPoint((point.x+0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw);
generations++;
}
function newPoint(x,y,newMaxLength,newColor,growLength,newLineWidth){
var newPt={
x:x,
y:y,
maxLength:newMaxLength,
color:newColor,
lineWidth:newLineWidth,
growLength:growLength,
currentLength:0,
isActive:true
}
centreSet.push(newPt);
}
function drawLines(centre) {
var length=centre.currentLength;
//
context.beginPath();
context.moveTo(centre.x, centre.y);
context.lineTo(centre.x, centre.y - length);
//
context.moveTo(centre.x, centre.y);
context.lineTo(centre.x - 0.866 * length, centre.y + length/2);
//
context.moveTo(centre.x, centre.y);
context.lineTo(centre.x + 0.866 * length, centre.y + length/2);
//
context.strokeStyle=centre.color;
context.lineWidth = centre.lineWidth;
context.stroke();
}
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=400 height=400></canvas>
</body>
</html>
I've just started playing around with box2dweb and have now run into a problem that is leaving me stumped.
I have a basic simulation with a "ground" static fixture and some code that allows me to add shapes (just circles for now) to the canvas at the point where I click on it.
My code is working in as far as I can add as many circles to the canvas as I want and have them drawn on the canvas.
I then have a button that begins the simulation by entering the step loop. I would expect that when I click the button, the circles would fall to the "ground" and eventually come to rest, thereby ending the simulation.
The problem is that as soon as I begin the simulation, the very next frame completely removes all the fixtures in the scene. However, if I start out with a circle in the scene (not added by click, but by the initialization function that creates the world and the ground), and I begin the simulation, it runs as expected: the circle drops at some rate and stops on the "ground".
I'm using the same function addCircle() to add the circle at either the initialization of the scene or when I click on the canvas, so it seems like that code is fine.
// this function is called by the canvas onclick
function addShape(e) {
var shape = $('input:radio[name=shape]:checked').val();
var offset = $("#c").offset();
if (shape == "circle") {
addCircle((e.pageX - offset.left) / SCALE,
(e.pageY - offset.top) / SCALE,
$("#dimen").val());
}
gWorld.DrawDebugData();
}
// same function is used by the above handler and also to set up a circle
// in the initial scene, however when added via click, the simulation
// breaks (all objects disappear in the next frame)
function addCircle(x, y, r) {
var fixDef = new b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.5;
fixDef.restitution = 0.2;
var bodyDef = new b2BodyDef;
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.x = x;
bodyDef.position.y = y;
fixDef.shape = new b2CircleShape(r);
gWorld.CreateBody(bodyDef).CreateFixture(fixDef);
}
// called when a button to start the simulation is clicked
function startSimulation() {
gWorld.SetGravity(new b2Vec2(0, parseInt($("#gravity").val())));
gStopped = false;
requestAnimFrame(update);
}
// this is the main step loop
function update() {
if (!gStopped) {
gWorld.Step(
1 / 60 //frame-rate
, 10 //velocity iterations
, 10 //position iterations
);
gWorld.DrawDebugData();
gWorld.ClearForces();
var keepGoing = true;
for (var b = gWorld.GetBodyList(); keepGoing && b; b = b.m_next) {
if (! b.IsAwake()) {
keepGoing = false;
}
}
if (keepGoing) {
requestAnimFrame(update);
}
}
function init() {
gWorld = new b2World(
new b2Vec2(0, parseInt($("#gravity").val())),
true);
var fixDef = new b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.5;
fixDef.restitution = 0.2;
//create ground
var bodyDef = new b2BodyDef;
bodyDef.type = b2Body.b2_staticBody;
bodyDef.position.x = $("#c").width() / 2 / SCALE;
bodyDef.position.y = $("#c").height() / SCALE;
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox((600 / SCALE) / 2, (10/SCALE) / 2);
gWorld.CreateBody(bodyDef).CreateFixture(fixDef);
//setup debug draw
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("c").getContext("2d"));
debugDraw.SetDrawScale(SCALE);
debugDraw.SetFillAlpha(0.3);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
gWorld.SetDebugDraw(debugDraw);
// this circle is simulated correctly
addCircle(1,1,1);
gWorld.DrawDebugData();
}
I've found that the problem was in lines like these:
$("#dimen").val()
When I changed this to the following, the simulation began to run as normal:
parseFloat($("#dimen").val())
Box2DWeb seriously lack documentation, Been breaking my head over it. Figured out some of the basic workflows, have blogged about it in here http://box2dinabox.blogspot.in/ . hope you will find it useful :)