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moved files towards new structure. fixes #22
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40 changed files with 0 additions and 110 deletions
188
app/game/Core/Player.js
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188
app/game/Core/Player.js
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define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
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function Player (physicsEngine, id, repository) {
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this.physicsEngine = physicsEngine;
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this.id = id;
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this.repository = repository;
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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.init(id);
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}
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Player.prototype.init = function(id) {
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this.doll = new Doll(this.physicsEngine, id);
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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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Player.prototype.spawn = function(x, y) {
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//this.repository.createModel(this.mc, this.doll.getBody());
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this.doll.spawn(x, y);
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}
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Player.prototype.getDoll = function() {
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return this.doll;
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}
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Player.prototype.getBody = function() {
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return this.doll.getBody();
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}
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Player.prototype.setStanding = function(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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this.animate('stand');
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}
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this.standing = isStanding;
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}
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Player.prototype.isStanding = function() {
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return this.standing;
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}
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Player.prototype.move = function(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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Player.prototype.stop = function() {
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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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Player.prototype.jump = function() {
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if (this.isStanding()) {
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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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Player.prototype.jumping = function() {
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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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Player.prototype.duck = function() {
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if (this.standing && !this.isWalking()) {
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this.animate('duck');
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}
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}
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Player.prototype.standUp = function() {
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if (this.standing) {
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this.animate('standup');
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}
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}
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Player.prototype.animate = function(type) {
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if (type == this.currentAnimationState) {
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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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Player.prototype.calculateWalkAnimation = function() {
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if (this.moveDirection == this.lookDirection) {
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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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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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Player.prototype.isWalking = function() {
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var states = ['walk', 'walkback', 'run'];
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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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// called by CollisionDetection
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Player.prototype.onFootSensorDetection = function(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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}
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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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//this.setStanding(false);
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//this.animate('jumploop');
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}
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}
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Player.prototype.update = function() {
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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();
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}
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if (!this.doll.getBody().IsAwake()) {
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this.setStanding(true);
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}
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}
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Player.prototype.destroy = function() {
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this.doll.destroy();
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}
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return Player;
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});
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