changed function( to function (

This commit is contained in:
logsol 2012-07-28 13:38:31 +02:00
parent 26f3d22db7
commit 7e5eeb0a27
36 changed files with 209 additions and 209 deletions

12
app/Game/Core/Collision/Detector.js Normal file → Executable file
View file

@ -3,7 +3,7 @@ define([
"Game/Core/Collision/Detector"
],
function(Box2D, Parent) {
function (Box2D, Parent) {
function Detector() {
this.listener = new Box2D.Dynamics.b2ContactListener();
@ -22,25 +22,25 @@ function(Box2D, Parent) {
PLAYER_FOOT_SENSOR: 'footsensor'
}
Detector.prototype.getListener = function() {
Detector.prototype.getListener = function () {
return this.listener;
}
Detector.prototype.handleStand = function(point, isColliding) {
Detector.prototype.handleStand = function (point, isColliding) {
throw "Overwrite this function";
}
/** Extension **/
Detector.prototype.BeginContact = function(point) {
Detector.prototype.BeginContact = function (point) {
this.chuckDetector.handleStand(point, true);
}
Detector.prototype.PostSolve = function(point, impulse) {
Detector.prototype.PostSolve = function (point, impulse) {
this.chuckDetector.handleStand(point, true);
}
Detector.prototype.EndContact = function(point) {
Detector.prototype.EndContact = function (point) {
this.chuckDetector.handleStand(point, false);
}

View file

@ -1,4 +1,4 @@
define(function(){
define(function (){
function InputController(player) {
@ -8,50 +8,50 @@ define(function(){
this._isJumping;
}
InputController.prototype.moveLeft = function() {
InputController.prototype.moveLeft = function () {
this.player.move(-1);
}
InputController.prototype.moveRight = function() {
InputController.prototype.moveRight = function () {
this.player.move(1);
}
InputController.prototype.stop = function() {
InputController.prototype.stop = function () {
this.player.stop();
}
InputController.prototype.jump = function() {
InputController.prototype.jump = function () {
this._isJumping = true;
this.player.jump();
}
InputController.prototype.jumped = function() {
InputController.prototype.jumped = function () {
this._isJumping = false;
}
InputController.prototype.jumping = function() {
InputController.prototype.jumping = function () {
if (this._isJumping) {
this.player.jumping();
}
}
InputController.prototype.duck = function() {
InputController.prototype.duck = function () {
this.player.duck();
}
InputController.prototype.standUp = function() {
InputController.prototype.standUp = function () {
this.player.standUp();
}
InputController.prototype.activateShift = function() {
InputController.prototype.activateShift = function () {
this._shift = true;
}
InputController.prototype.deactivateShift = function() {
InputController.prototype.deactivateShift = function () {
this._shift = false;
}
InputController.prototype.update = function() {
InputController.prototype.update = function () {
}

View file

@ -4,7 +4,7 @@ define([
"Game/Core/Player"
],
function(Engine, Level, Player) {
function (Engine, Level, Player) {
function GameController(physicsEngine) {
this.players = {};
@ -16,11 +16,11 @@ function(Engine, Level, Player) {
this.physicsEngine = physicsEngine;
}
GameController.prototype.getPhysicsEngine = function() {
GameController.prototype.getPhysicsEngine = function () {
return this.physicsEngine;
}
GameController.prototype.loadLevel = function(path) {
GameController.prototype.loadLevel = function (path) {
if (this.level) {
this.level.unload();
}
@ -31,7 +31,7 @@ function(Engine, Level, Player) {
/*
GameController.prototype.destroy = function() {
GameController.prototype.destroy = function () {
for(var player in this.players) {
this.players[player].destroy();
}
@ -39,13 +39,13 @@ function(Engine, Level, Player) {
GameController.prototype.userJoined = function(user) {
GameController.prototype.userJoined = function (user) {
var player = new Player(user.id, this.physicsEngine);
this.players[user.id] = player;
return player;
}
GameController.prototype.userLeft = function(user) {
GameController.prototype.userLeft = function (user) {
var player = this.players[user.id];
player.destroy();
delete this.players[user.id];

16
app/Game/Core/Loader/Level.js Normal file → Executable file
View file

@ -1,4 +1,4 @@
define(["Game/Config/Settings", "Lib/Vendor/Box2D", "Game/Core/Collision/Detector"], function(Settings, Box2D, CollisionDetector) {
define(["Game/Config/Settings", "Lib/Vendor/Box2D", "Game/Core/Collision/Detector"], function (Settings, Box2D, CollisionDetector) {
// Public
function Level(path, engine) {
@ -7,12 +7,12 @@ define(["Game/Config/Settings", "Lib/Vendor/Box2D", "Game/Core/Collision/Detecto
this.levelObject = null;
}
Level.prototype.loadLevelInToEngine = function() {
Level.prototype.loadLevelInToEngine = function () {
this.loadLevelObjectFromPath(this.path);
this.createPhysicTiles();
}
Level.prototype.unload = function() {
Level.prototype.unload = function () {
// TODO unload level from engine if necessary
// Perhaps just remove all bodies?
}
@ -30,7 +30,7 @@ define(["Game/Config/Settings", "Lib/Vendor/Box2D", "Game/Core/Collision/Detecto
}
}
Level.prototype.createPhysicTile = function(tile) {
Level.prototype.createPhysicTile = function (tile) {
tile.r = tile.r || 0;
var vertices = this.createVertices(tile);
@ -55,7 +55,7 @@ define(["Game/Config/Settings", "Lib/Vendor/Box2D", "Game/Core/Collision/Detecto
this.engine.createBody(bodyDef).CreateFixture(fixtureDef);
}
Level.prototype.createVertices = function(tile) {
Level.prototype.createVertices = function (tile) {
var vs = [];
switch(tile.s) {
@ -119,15 +119,15 @@ define(["Game/Config/Settings", "Lib/Vendor/Box2D", "Game/Core/Collision/Detecto
return vs;
}
Level.prototype.mkArg = function(multiplier) {
Level.prototype.mkArg = function (multiplier) {
return Settings.TILE_SIZE / 2 / Settings.RATIO * multiplier;
}
Level.prototype.addVec = function(vs, m1, m2) {
Level.prototype.addVec = function (vs, m1, m2) {
return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
}
Level.prototype.loadLevelObjectFromPath = function(path) {
Level.prototype.loadLevelObjectFromPath = function (path) {
// TODO: load JSON levelObject from path
// s: shape

View file

@ -1,14 +1,14 @@
define([
],
function() {
function () {
function NotificationCenter() {
this.topics = {};
this.subUid = -1;
}
NotificationCenter.prototype.trigger = function(topic) {
NotificationCenter.prototype.trigger = function (topic) {
if (!this.topics[topic]) {
throw "No such topic " + topic + ". Could not trigger.";
@ -24,7 +24,7 @@ function() {
}
}
NotificationCenter.prototype.on = function(topic, func, context) {
NotificationCenter.prototype.on = function (topic, func, context) {
if (!this.topics[topic]) {
this.topics[topic] = [];
@ -40,7 +40,7 @@ function() {
return token;
}
NotificationCenter.prototype.off = function(token) {
NotificationCenter.prototype.off = function (token) {
for(var m in this.topics) {
if (this.topics[m]) {

4
app/Game/Core/Physics/Doll.js Normal file → Executable file
View file

@ -1,4 +1,4 @@
define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function(Box2D, Settings, CollisionDetector) {
define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detector"], function (Box2D, Settings, CollisionDetector) {
function Doll (physicsEngine, id){
this.id = id;
@ -106,7 +106,7 @@ define(["Lib/Vendor/Box2D", "Game/Config/Settings", "Game/Core/Collision/Detecto
this.body.ApplyImpulse(vector, this.body.GetPosition());
}
Doll.prototype.destroy = function() {
Doll.prototype.destroy = function () {
this.body.GetWorld().DestroyBody(this.body);
}

View file

@ -4,7 +4,7 @@ define([
"Game/Core/Collision/Detector"
],
function(Settings, Box2D, CollisionDetector) {
function (Settings, Box2D, CollisionDetector) {
function Engine () {
this.world = new Box2D.Dynamics.b2World(
@ -13,21 +13,21 @@ function(Settings, Box2D, CollisionDetector) {
);
}
Engine.prototype.getWorld = function() {
Engine.prototype.getWorld = function () {
return this.world;
}
Engine.prototype.setCollisionDetector = function(me) {
Engine.prototype.setCollisionDetector = function (me) {
var detector = new CollisionDetector(me); // FIXME: check if core collision detector works
this.world.SetContactListener(detector.getListener());
}
Engine.prototype.createBody = function(bodyDef) {
Engine.prototype.createBody = function (bodyDef) {
return this.world.CreateBody(bodyDef);
}
Engine.prototype.update = function() {
Engine.prototype.update = function () {
this.world.Step(Settings.BOX2D_TIME_STEP, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
this.world.ClearForces();
}

View file

@ -3,7 +3,7 @@ define([
"Game/Config/Settings"
],
function(Doll, Settings) {
function (Doll, Settings) {
function Player (id, physicsEngine, repository) {
this.physicsEngine = physicsEngine;
@ -19,7 +19,7 @@ function(Doll, Settings) {
this.init(id);
}
Player.prototype.init = function(id) {
Player.prototype.init = function (id) {
this.doll = new Doll(this.physicsEngine, id);
//this.mc = EmbedHandler.load(EmbedHandler.CHUCK);
//this.mc.stop();
@ -27,20 +27,20 @@ function(Doll, Settings) {
//mclp.parse(this.mc);
}
Player.prototype.spawn = function(x, y) {
Player.prototype.spawn = function (x, y) {
//this.repository.createModel(this.mc, this.doll.getBody());
this.doll.spawn(x, y);
}
Player.prototype.getDoll = function() {
Player.prototype.getDoll = function () {
return this.doll;
}
Player.prototype.getBody = function() {
Player.prototype.getBody = function () {
return this.doll.getBody();
}
Player.prototype.setStanding = function(isStanding) {
Player.prototype.setStanding = function (isStanding) {
var resetStates = ['jump', 'jumploop'];
if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
this.animate('stand');
@ -48,11 +48,11 @@ function(Doll, Settings) {
this.standing = isStanding;
}
Player.prototype.isStanding = function() {
Player.prototype.isStanding = function () {
return this.standing;
}
Player.prototype.move = function(direction) {
Player.prototype.move = function (direction) {
this.moveDirection = direction;
switch(true) {
@ -74,7 +74,7 @@ function(Doll, Settings) {
}
}
Player.prototype.stop = function() {
Player.prototype.stop = function () {
this.moveDirection = 0;
this.doll.stop();
if (this.isWalking() || this.standing) {
@ -82,7 +82,7 @@ function(Doll, Settings) {
}
}
Player.prototype.jump = function() {
Player.prototype.jump = function () {
if (this.isStanding()) {
this.doll.jump();
this.animate('jump');
@ -90,25 +90,25 @@ function(Doll, Settings) {
}
}
Player.prototype.jumping = function() {
Player.prototype.jumping = function () {
if (!this.isStanding()) {
this.doll.jumping();
}
}
Player.prototype.duck = function() {
Player.prototype.duck = function () {
if (this.standing && !this.isWalking()) {
this.animate('duck');
}
}
Player.prototype.standUp = function() {
Player.prototype.standUp = function () {
if (this.standing) {
this.animate('standup');
}
}
Player.prototype.animate = function(type) {
Player.prototype.animate = function (type) {
if (type == this.currentAnimationState) {
return;
}
@ -118,14 +118,14 @@ function(Doll, Settings) {
this.currentAnimationState = type;
}
Player.prototype.calculateWalkAnimation = function() {
Player.prototype.calculateWalkAnimation = function () {
if (this.moveDirection == this.lookDirection) {
return 'run';
}
return 'walkback';
}
Player.prototype.look = function(x, y) {
Player.prototype.look = function (x, y) {
/*
var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
var lastLookDirection = this.lookDirection;
@ -147,7 +147,7 @@ function(Doll, Settings) {
}*/
}
Player.prototype.isWalking = function() {
Player.prototype.isWalking = function () {
var states = ['walk', 'walkback', 'run'];
if (states.indexOf(this.currentAnimationState) >= 0) {
@ -157,7 +157,7 @@ function(Doll, Settings) {
}
// called by CollisionDetection
Player.prototype.onFootSensorDetection = function(isColliding) {
Player.prototype.onFootSensorDetection = function (isColliding) {
if(isColliding) {
if(this.doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
return;
@ -173,7 +173,7 @@ function(Doll, Settings) {
}
}
Player.prototype.update = function() {
Player.prototype.update = function () {
//this.mc.head.y = this.mc.head_posmask.y;
if (this.doll.getBody().GetLinearVelocity().x == 0 && this.isWalking()) {
@ -185,7 +185,7 @@ function(Doll, Settings) {
}
}
Player.prototype.destroy = function() {
Player.prototype.destroy = function () {
this.doll.destroy();
}

View file

@ -2,21 +2,21 @@ define([
"Game/Core/Protocol/Parser"
],
function(Parser) {
function (Parser) {
var Helper = {}
Helper.encodeCommand = function(command, options){
Helper.encodeCommand = function (command, options){
return Parser.encode(Helper.assemble(command, options));
}
Helper.assemble = function(command, options){
Helper.assemble = function (command, options){
var commands = {};
commands[command] = options || null;
return commands;
}
Helper.runCommands = function(message, callback){
Helper.runCommands = function (message, callback){
var commands = Parser.decode(message);
for(var command in commands) {

View file

@ -1,15 +1,15 @@
define([
],
function() {
function () {
var Parser = {};
Parser.encode = function(message){
Parser.encode = function (message){
return JSON.stringify(message);
}
Parser.decode = function(message){
Parser.decode = function (message){
return JSON.parse(message);
}

View file

@ -1,4 +1,4 @@
define(function() {
define(function () {
function User(id) {
this.id = id;