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implemented mouse looking
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88d70f2549
commit
5f7917c5cc
9 changed files with 117 additions and 19 deletions
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@ -29,6 +29,10 @@ define(function () {
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this.player.jump();
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}
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PlayerController.prototype.lookAt = function (x, y) {
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this.player.lookAt(x, y);
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}
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PlayerController.prototype.update = function () {
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//console.log(this._walkingDirectionStatus)
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if(this._walkingDirectionStatus != 0) {
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@ -7,15 +7,16 @@ function (Doll, Settings) {
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function Player (id, physicsEngine) {
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this.physicsEngine = physicsEngine;
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this.playerController = null;
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this.id = id;
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this.standing = false;
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this.doll;
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this.mc;
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this.currentAnimationState = 'stand';
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this.lookDirection = 1;
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this.moveDirection = 0;
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this.lookDirection = 0;
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this.isSpawned = false;
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this.playerController = null;
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}
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Player.prototype.spawn = function (x, y) {
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@ -113,17 +114,20 @@ function (Doll, Settings) {
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}
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Player.prototype.calculateWalkAnimation = function () {
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if (this.moveDirection == this.lookDirection) {
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// FIXME dont know if this is right
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if (this.moveDirection == (this.lookDirection > 0)) {
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return 'run';
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}
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return 'walkback';
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}
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Player.prototype.look = function (x, y) {
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/*
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var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
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Player.prototype.lookAt = function (x, y) {
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//console.log("player looking at ", x, y);
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var lastLookDirection = this.lookDirection;
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/*
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var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
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if (x < Settings.STAGE_WIDTH / 2) {
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this.mc.scaleX = -1;
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this.lookDirection = -1;
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@ -135,10 +139,17 @@ function (Doll, Settings) {
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degree = (45 + -degree / 2) - 90;
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this.mc.head.rotation = degree;
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}
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*/
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if(x < 0) {
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this.lookDirection = -1;
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} else {
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this.lookDirection = 1;
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}
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if (this.lookDirection != lastLookDirection && this.isWalking()) {
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this.animate(this.calculateWalkAnimation());
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}*/
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}
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}
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Player.prototype.isWalking = function () {
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