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114
lib/Game/Main.js
Executable file
114
lib/Game/Main.js
Executable file
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@ -0,0 +1,114 @@
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Game.Main = function () {
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var processor = new Game.Processor();
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processor.init();
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//mouse
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/*
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var mouseX, mouseY, mousePVec, isMouseDown, selectedBody, mouseJoint;
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var canvasPosition = getElementPosition(document.getElementById("canvas"));
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document.addEventListener("mousedown", function(e) {
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isMouseDown = true;
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handleMouseMove(e);
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document.addEventListener("mousemove", handleMouseMove, true);
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}, true);
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document.addEventListener("mouseup", function() {
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document.removeEventListener("mousemove", handleMouseMove, true);
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isMouseDown = false;
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mouseX = undefined;
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mouseY = undefined;
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}, true);
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function handleMouseMove(e) {
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mouseX = (e.clientX - canvasPosition.x) / 30;
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mouseY = (e.clientY - canvasPosition.y) / 30;
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};
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function getBodyAtMouse() {
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mousePVec = new b2Vec2(mouseX, mouseY);
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var aabb = new b2AABB();
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aabb.lowerBound.Set(mouseX - 0.001, mouseY - 0.001);
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aabb.upperBound.Set(mouseX + 0.001, mouseY + 0.001);
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// Query the world for overlapping shapes.
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selectedBody = null;
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world.QueryAABB(getBodyCB, aabb);
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return selectedBody;
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}
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function getBodyCB(fixture) {
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if(fixture.GetBody().GetType() != b2Body.b2_staticBody) {
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if(fixture.GetShape().TestPoint(fixture.GetBody().GetTransform(), mousePVec)) {
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selectedBody = fixture.GetBody();
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return false;
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}
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}
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return true;
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}
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//update
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function update() {
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if(isMouseDown && (!mouseJoint)) {
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var body = getBodyAtMouse();
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if(body) {
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var md = new b2MouseJointDef();
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md.bodyA = world.GetGroundBody();
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md.bodyB = body;
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md.target.Set(mouseX, mouseY);
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md.collideConnected = true;
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md.maxForce = 300.0 * body.GetMass();
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mouseJoint = world.CreateJoint(md);
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body.SetAwake(true);
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}
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}
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if(mouseJoint) {
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if(isMouseDown) {
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mouseJoint.SetTarget(new b2Vec2(mouseX, mouseY));
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} else {
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world.DestroyJoint(mouseJoint);
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mouseJoint = null;
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}
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}
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world.Step(1 / 60, 10, 10);
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world.DrawDebugData();
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world.ClearForces();
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};
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//helpers
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//http://js-tut.aardon.de/js-tut/tutorial/position.html
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function getElementPosition(element) {
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var elem=element, tagname="", x=0, y=0;
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while((typeof(elem) == "object") && (typeof(elem.tagName) != "undefined")) {
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y += elem.offsetTop;
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x += elem.offsetLeft;
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tagname = elem.tagName.toUpperCase();
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if(tagname == "BODY")
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elem=0;
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if(typeof(elem) == "object") {
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if(typeof(elem.offsetParent) == "object")
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elem = elem.offsetParent;
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}
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}
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return {
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x: x,
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y: y
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};
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}
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*/
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};
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103
lib/Game/Physics/Doll.js
Executable file
103
lib/Game/Physics/Doll.js
Executable file
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Game.Physics.Doll = function(world){
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this._body;
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this._legs;
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this._contactPoint;
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this.init(world);
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}
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Game.Physics.Doll.prototype.init = function (world) {
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var bodyDef = new Game.b2BodyDef();
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bodyDef.position.x = 220 / Game.Settings.RATIO;
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bodyDef.position.y = 0 / Game.Settings.RATIO;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Game.Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Game.b2Body.b2_dynamicBody;
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this._body = world.CreateBody(bodyDef);
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var fixtureDef = new Game.b2FixtureDef();
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fixtureDef.density = Game.Settings.PLAYER_DENSITY;
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fixtureDef.friction = 0;
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fixtureDef.restitution = Game.Settings.PLAYER_RESTITUTION;
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var headShape = new Game.b2CircleShape();
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headShape.SetRadius(5 / Game.Settings.RATIO);
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headShape.SetLocalPosition(new Game.b2Vec2(0 / Game.Settings.RATIO, -37 / Game.Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myHead';
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this._body.CreateFixture(fixtureDef);
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var bodyShape = new Game.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Game.Settings.RATIO, 16 / Game.Settings.RATIO, new Game.b2Vec2(0 / Game.Settings.RATIO, -21 / Game.Settings.RATIO));
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myBody';
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this._body.CreateFixture(fixtureDef);
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var legsShape = new Game.b2CircleShape();
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legsShape.SetRadius(5 / Game.Settings.RATIO);
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legsShape.SetLocalPosition(new Game.b2Vec2(0 / Game.Settings.RATIO, -5 / Game.Settings.RATIO));
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Game.Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = 'myLegs';
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this._legs = this._body.CreateFixture(fixtureDef);
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var feetShape = new Game.b2CircleShape();
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feetShape.SetRadius(4 / Game.Settings.RATIO);
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feetShape.SetLocalPosition(new Game.b2Vec2(0 / Game.Settings.RATIO, 0 / Game.Settings.RATIO));
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = 'myFeet';
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this._body.CreateFixture(fixtureDef);
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this._body.SetActive(false);
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}
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Game.Physics.Doll.prototype.spawn = function (x, y) {
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this._body.SetPosition(new Game.b2Vec2(x / Game.Settings.RATIO, y / Game.Settings.RATIO));
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this._body.SetActive(true);
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}
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Game.Physics.Doll.prototype.getBody = function () {
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return this._body;
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}
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Game.Physics.Doll.prototype._setFriction = function (friction) {
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if(!friction) friction = -1;
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if (this._legs.GetFriction() != friction)
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{
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this._legs.SetFriction(friction);
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}
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}
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Game.Physics.Doll.prototype.move = function (direction, speed) {
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this._setFriction(Game.Settings.PLAYER_MOTION_FRICTION);
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this._body.SetAwake(true);
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var vector = new Game.b2Vec2(speed * direction, this._body.GetLinearVelocity().y);
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this._body.SetLinearVelocity(vector);
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}
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Game.Physics.Doll.prototype.stop = function () {
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this._setFriction(Game.Settings.PLAYER_FRICTION);
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}
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Game.Physics.Doll.prototype.jump = function () {
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this._body.SetAwake(true);
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var vector = new Game.b2Vec2(0, -Game.Settings.JUMP_SPEED);
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this._body.ApplyImpulse(vector, this._body.GetPosition());
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// maybe change to a constant force instead of applying of force?
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// to prevent higher jumping running uphill, etc.
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}
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Game.Physics.Doll.prototype.jumping = function () {
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var vector = new Game.b2Vec2(0, -0.1);
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this._body.ApplyImpulse(vector, this._body.GetPosition());
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}
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66
lib/Game/Physics/Engine.js
Executable file
66
lib/Game/Physics/Engine.js
Executable file
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Game.Physics.Engine = function () {
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this._world;
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this.init();
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}
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Game.Physics.Engine.prototype.init = function() {
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this._world = this._initBox2d();
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this.setupDebugDraw();
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var doll = new Game.Physics.Doll(this._world);
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doll.spawn(100,100);
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}
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Game.Physics.Engine.prototype._initBox2d = function() {
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return new Game.b2World(new Game.b2Vec2(0,Game.Settings.BOX2D_GRAVITY), Game.Settings.BOX2D_ALLOW_SLEEP);
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}
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Game.Physics.Engine.prototype.getWorld = function() {
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return this._world;
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}
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Game.Physics.Engine.prototype.setCollisionDetector = function() {
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var cd = new CollisionDetector();
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this._world.SetContactListener(cd);
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}
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Game.Physics.Engine.prototype.setupDebugDraw = function() {
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//var debugSprite = new Sprite();
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//View.getInstance().add(debugSprite);
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var debugSprite = document.getElementById("canvas").getContext("2d");
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// set debug draw
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var dbgDraw = new Game.b2DebugDraw();
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dbgDraw.SetSprite(debugSprite);
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dbgDraw.SetDrawScale(Game.Settings.RATIO);
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dbgDraw.SetAlpha(0.5);
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dbgDraw.SetFillAlpha(0.1);
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dbgDraw.SetLineThickness(0);
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dbgDraw.SetFlags(null
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| Game.b2DebugDraw.e_shapeBit
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//| b2DebugDraw.e_jointBit
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//| b2DebugDraw.e_coreShapeBit
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//| b2DebugDraw.e_aabbBit
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//| b2DebugDraw.e_centerOfMassBit
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//| b2DebugDraw.e_obbBit
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//| b2DebugDraw.e_pairBit
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);
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this._world.SetDebugDraw(dbgDraw);
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this._world.SetWarmStarting(true);
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}
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Game.Physics.Engine.prototype.createBody = function(bodyDef) {
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return this._world.CreateBody(bodyDef);
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}
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Game.Physics.Engine.prototype.update = function() {
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this._world.Step(Game.Settings.BOX2D_TIME_STEP, Game.Settings.BOX2D_VELOCITY_ITERATIONS, Game.Settings.BOX2D_POSITION_ITERATIONS);
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this._world.ClearForces();
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this._world.DrawDebugData();
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}
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179
lib/Game/Player.js
Executable file
179
lib/Game/Player.js
Executable file
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var Player = function() {
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this._standing;
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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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}
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function Player() {
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this._doll = new Doll();
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this._mc = EmbedHandler.load(EmbedHandler.CHUCK);
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this._mc.stop();
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var mclp = new MovieClipLabelParser();
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mclp.parse(this._mc);
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}
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function spawn(x, y) {
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Repository.getInstance().createModel(this._mc, this._doll.getBody());
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this._doll.spawn(x, y);
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}
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function getDoll() {
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return this._doll;
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}
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function getBody() {
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return this._doll.getBody();
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}
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function setStanding(isStanding) {
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var resetStates = ['jump', 'jumploop'];
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if (resetStates.indexOf(this._currentAnimationState)>=0 && !this._standing && isStanding)
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{
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this._animate('stand');
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}
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this._standing = isStanding;
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}
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function isStanding() {
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return this._standing;
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}
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function move(direction) {
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this._moveDirection = direction;
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switch(true) {
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case direction == this._lookDirection && this.isStanding()
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this._doll.move(direction, Settings.RUN_SPEED);
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break;
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case !this.isStanding()
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this._doll.move(direction, Settings.FLY_SPEED);
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break;
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default
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this._doll.move(direction, Settings.WALK_SPEED);
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break;
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}
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if (this.isStanding()) {
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this._animate(this._calculateWalkAnimation());
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}
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}
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function stop() {
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this._moveDirection = 0;
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this._doll.stop();
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if (this._isWalking() || this._standing) {
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this._animate('stand');
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}
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}
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function jump() {
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if (this.isStanding())
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{
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this._doll.jump();
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this._animate('jump');
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this.setStanding(false);
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}
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}
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function jumping() {
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if (!this.isStanding()) {
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this._doll.jumping();
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}
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}
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function duck() {
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if (this._standing && !this._isWalking())
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{
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this._animate('duck');
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}
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}
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function standUp() {
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if (this._standing)
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{
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this._animate('standup');
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}
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}
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function _animate(type) {
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if (type == this._currentAnimationState)
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{
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return;
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}
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this._mc.gotoAndPlay(type);
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this._currentAnimationState = type;
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}
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function _calculateWalkAnimation() {
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if (this._moveDirection == this._lookDirection)
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{
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return 'run';
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}
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return 'walkback';
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}
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function look(x, y) {
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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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var lastLookDirection = this._lookDirection;
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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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degree = (-45 + degree / 2);
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this._mc.head.rotation = degree;
|
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} else 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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degree = (45 + -degree / 2) - 90;
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this._mc.head.rotation = degree;
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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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function _isWalking() {
|
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var states = ['walk', 'walkback', 'run'];
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|
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if (states.indexOf(this._currentAnimationState) >= 0) {
|
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return true;
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}
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return false;
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}
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|
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// called by CollisionDetection
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function onFootSensorDetection(isColliding) {
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if(isColliding) {
|
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if(this._doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
|
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return;
|
||||
}
|
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this.setStanding(true);
|
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} else {
|
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// TODO This needs some more thought to it.
|
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// maybe take a look at collision groups for collision detection,
|
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// to group all tiles together
|
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|
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//this.setStanding(false);
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//this._animate('jumploop');
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}
|
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}
|
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|
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function update() {
|
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this._mc.head.y = this._mc.head_posmask.y;
|
||||
|
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if (this._doll.getBody().GetLinearVelocity().x == 0 && this._isWalking()) {
|
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this.stop();
|
||||
}
|
||||
|
||||
if (!this._doll.getBody().IsAwake()) {
|
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this.setStanding(true);
|
||||
}
|
||||
}
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66
lib/Game/Processor.js
Executable file
66
lib/Game/Processor.js
Executable file
|
|
@ -0,0 +1,66 @@
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Game.Processor = function() {
|
||||
|
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var self = this;
|
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this.count = 0;
|
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this._me;
|
||||
this._engine;
|
||||
this._camera;
|
||||
this._repository;
|
||||
this._inputControlUnit;
|
||||
this._keyboardInput;
|
||||
}
|
||||
|
||||
Game.Processor.prototype.init = function() {
|
||||
this._engine = new Game.Physics.Engine();
|
||||
|
||||
/*
|
||||
this._me = new Player();
|
||||
|
||||
this._camera = Camera.getInstance()
|
||||
this._repository = Repository.getInstance();
|
||||
|
||||
this._engine.setCollisionDetector();
|
||||
|
||||
this._inputControlUnit = InputControlUnit.getInstance();
|
||||
this._keyboardInput = KeyboardInput.getInstance();
|
||||
|
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new Level();
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||||
new Items();
|
||||
*/
|
||||
//Out.put("Players spawn after 3 seconds.");
|
||||
//Out.put("Notice, that Player2 seems to be afk xD");
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|
||||
|
||||
|
||||
window.setInterval(this._update, 1000/60, this);
|
||||
//View.getInstance().getSprite().addEventListener(Event.ENTER_FRAME, this._update)
|
||||
}
|
||||
|
||||
|
||||
|
||||
Game.Processor.prototype.getMe = function() {
|
||||
return this._me;
|
||||
}
|
||||
|
||||
Game.Processor.prototype.getEngine = function() {
|
||||
return this._engine;
|
||||
}
|
||||
|
||||
Game.Processor.prototype._spawnPlayers = function(p1, p2) {
|
||||
p1.spawn(50, 250);
|
||||
this._camera.follow(p1);
|
||||
}
|
||||
|
||||
|
||||
Game.Processor.prototype._update = function(self) {
|
||||
self.count++;
|
||||
|
||||
self._engine.update();
|
||||
// Order is important
|
||||
/*
|
||||
self._repository.update();
|
||||
self._keyboardInput.update();
|
||||
self._me.update();
|
||||
self._camera.update();
|
||||
*/
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue