mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
some more renaming
This commit is contained in:
parent
9de3147406
commit
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34 changed files with 0 additions and 0 deletions
0
app/Game/Core/Collision/Detector.js
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0
app/Game/Core/Collision/Detector.js
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59
app/Game/Core/Control/InputController.js
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59
app/Game/Core/Control/InputController.js
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define(function(){
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function InputController(player) {
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this.player = player;
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this._shift;
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this._isJumping;
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}
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InputController.prototype.moveLeft = function() {
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this.player.move(-1);
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}
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InputController.prototype.moveRight = function() {
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this.player.move(1);
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}
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InputController.prototype.stop = function() {
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this.player.stop();
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}
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InputController.prototype.jump = function() {
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this._isJumping = true;
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this.player.jump();
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}
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InputController.prototype.jumped = function() {
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this._isJumping = false;
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}
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InputController.prototype.jumping = function() {
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if (this._isJumping) {
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this.player.jumping();
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}
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}
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InputController.prototype.duck = function() {
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this.player.duck();
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}
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InputController.prototype.standUp = function() {
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this.player.standUp();
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}
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InputController.prototype.activateShift = function() {
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this._shift = true;
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}
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InputController.prototype.deactivateShift = function() {
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this._shift = false;
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}
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InputController.prototype.update = function() {
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}
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return InputController;
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});
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0
app/Game/Core/GameController.js
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0
app/Game/Core/GameController.js
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263
app/Game/Core/Loader/Level.js
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263
app/Game/Core/Loader/Level.js
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define(["Chuck/Settings", "Chuck/Constants", "Vendor/Box2D"], function(Settings, Constants, Box2D) {
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// Public
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function Level(path, engine) {
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this.path = path;
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this.engine = engine;
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this.levelObject = null;
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}
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Level.prototype.loadLevelInToEngine = function() {
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this.loadLevelObjectFromPath(this.path);
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this.createPhysicTiles();
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}
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Level.prototype.unload = function() {
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// TODO unload level from engine if necessary
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// Perhaps just remove all bodies?
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}
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// Private
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Level.prototype.createPhysicTiles = function () {
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if (!this.levelObject || !this.levelObject.tiles || this.levelObject.tiles.length < 1) {
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throw "Level: Can't create physic tiles, no tiles found";
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}
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var tiles = this.levelObject.tiles;
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for (var i = tiles.length - 1; i >= 0; i--) {
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this.createPhysicTile(tiles[i]);
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}
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}
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Level.prototype.createPhysicTile = function(tile) {
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tile.r = tile.r || 0;
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var vertices = this.createVertices(tile);
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
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bodyDef.position.x = tile.x * Settings.TILE_SIZE / Settings.RATIO;
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bodyDef.position.y = tile.y * Settings.TILE_SIZE / Settings.RATIO;
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bodyDef.angle = tile.r * 90 * Math.PI / 180;
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var tileShape = new Box2D.Collision.Shapes.b2PolygonShape();
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tileShape.SetAsArray(vertices, vertices.length);
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.shape = tileShape;
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fixtureDef.density = 0;
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fixtureDef.friction = Settings.TILE_FRICTION;
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fixtureDef.restitution = Settings.TILE_RESTITUTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = Constants.COLLISION_IDENTIFIER_TILE;
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this.engine.createBody(bodyDef).CreateFixture(fixtureDef);
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}
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Level.prototype.createVertices = function(tile) {
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var vs = [];
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switch(tile.s) {
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case 1:
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this.addVec(vs, -1, -1); // o o o
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this.addVec(vs, 1, -1); // o o o
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this.addVec(vs, 1, 1); // o o o
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this.addVec(vs, -1, 1);
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break;
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case 2:
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this.addVec(vs, -1, -1); // o
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this.addVec(vs, 1, 1); // o o
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this.addVec(vs, -1, 1); // o o o
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break;
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case 3:
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this.addVec(vs, -1, -1); // o
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this.addVec(vs, 0, 1); // o
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this.addVec(vs, -1, 1); // o o
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break;
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case 4:
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this.addVec(vs, -1, -1); // o
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this.addVec(vs, 1, 0); // o o o
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this.addVec(vs, 1, 1); // o o o
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this.addVec(vs, -1, 1);
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break;
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case 5:
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this.addVec(vs, 1, -1); // o
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this.addVec(vs, 1, 1); // o
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this.addVec(vs, 0, 1); // o o
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break;
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case 6:
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this.addVec(vs, 1, -1); // o
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this.addVec(vs, 1, 1); // o o o
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this.addVec(vs, -1, 1); // o o o
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this.addVec(vs, -1, 0);
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break;
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case 7:
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this.addVec(vs, -1, 0); //
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this.addVec(vs, 0, 1); // o
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this.addVec(vs, -1, 1); // o o
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break;
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case 8:
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this.addVec(vs, -1, -1); // o o
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this.addVec(vs, 0, -1); // o o o
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this.addVec(vs, 1, 0); // o o o
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this.addVec(vs, 1, 1);
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this.addVec(vs, -1, 1);
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break;
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default:
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break;
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}
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return vs;
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}
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Level.prototype.mkArg = function(multiplier) {
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return Settings.TILE_SIZE / 2 / Settings.RATIO * multiplier;
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}
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Level.prototype.addVec = function(vs, m1, m2) {
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return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
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}
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Level.prototype.loadLevelObjectFromPath = function(path) {
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// TODO: load JSON levelObject from path
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// s: shape
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// x: x-position
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// y: y-position
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// r: rotation (optional)
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// Shapes:
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// 1
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// o o o
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// o o o
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// o o o
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// 2
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// o
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// o o
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// o o o
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// 3
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// o
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// o
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// o o
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// 4
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// o
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// o o o
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// o o o
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// 5
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// o
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// o
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// o o
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// 6
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// o
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// o o o
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// o o o
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// 7
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//
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// o
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// o o
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// 8
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// o o
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// o o o
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// o o o
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this.levelObject = {
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tiles: [
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{s:1, x:3, y:18},
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{s:1, x:37, y:27},
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{s:1, x:20, y:24},
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{s:1, x:24, y:27},
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{s:1, x:37, y:26},
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{s:1, x:9, y:18},
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{s:2, x:32, y:25, r:1},
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{s:1, x:23, y:27},
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{s:3, x:34, y:24, r:1},
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{s:1, x:35, y:28},
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{s:4, x:17, y:21},
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{s:2, x:21, y:24},
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{s:2, x:42, y:23, r:3},
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{s:3, x:30, y:24, r:3},
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{s:2, x:22, y:25},
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{s:1, x:40, y:25},
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{s:1, x:38, y:26},
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{s:1, x:8, y:18},
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{s:1, x:38, y:25},
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{s:1, x:28, y:28},
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{s:1, x:36, y:27},
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{s:1, x:7, y:18},
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{s:2, x:20, y:23},
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{s:2, x:43, y:23, r:1},
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{s:6, x:31, y:24},
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{s:1, x:16, y:21},
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{s:1, x:1, y:18},
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{s:1, x:31, y:29},
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{s:2, x:30, y:25, r:2},
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{s:4, x:11, y:18},
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{s:1, x:28, y:27},
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{s:1, x:28, y:26},
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{s:1, x:28, y:29},
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{s:1, x:19, y:23},
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{s:5, x:12, y:18, r:1},
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{s:1, x:42, y:24},
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{s:6, x:33, y:24, r:2},
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{s:1, x:39, y:25},
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{s:1, x:33, y:29},
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{s:1, x:29, y:29},
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{s:1, x:21, y:25},
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{s:1, x:27, y:27},
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{s:5, x:16, y:20, r:1},
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{s:1, x:5, y:18},
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{s:5, x:18, y:21, r:1},
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{s:4, x:13, y:19},
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{s:1, x:14, y:20},
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{s:1, x:30, y:29},
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{s:1, x:4, y:18},
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{s:1, x:6, y:18},
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{s:1, x:2, y:18},
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{s:1, x:32, y:24},
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{s:1, x:34, y:29},
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{s:1, x:32, y:29},
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{s:2, x:1, y:16},
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{s:1, x:10, y:18},
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{s:1, x:42, y:25},
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{s:2, x:28, y:25, r:3},
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{s:2, x:0, y:16, r:2},
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{s:1, x:22, y:27},
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{s:1, x:25, y:27},
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{s:1, x:31, y:25},
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{s:5, x:14, y:19, r:1},
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{s:1, x:41, y:25},
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{s:1, x:36, y:28},
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{s:4, x:15, y:20},
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{s:2, x:19, y:22},
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{s:3, x:26, y:26, r:3},
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{s:1, x:26, y:27},
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{s:1, x:18, y:22},
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{s:6, x:27, y:26},
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{s:1, x:22, y:26},
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{s:1, x:1, y:17},
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{s:1, x:35, y:29},
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{s:1, x:12, y:19}
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]
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}
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}
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return Level;
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})
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114
app/Game/Core/Physics/Doll.js
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114
app/Game/Core/Physics/Doll.js
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define(["Vendor/Box2D", "Chuck/Constants", "Chuck/Settings"], function(Box2D, Constants, Settings){
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function Doll (physicsEngine, id){
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this.id = id;
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this.physicsEngine = physicsEngine;
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this.body;
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this.legs;
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this.contactPoint;
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this.init(this.physicsEngine.getWorld());
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}
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Doll.prototype.init = function (world) {
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.position.x = 220 / Settings.RATIO;
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bodyDef.position.y = 0 / Settings.RATIO;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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bodyDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER + '-' + this.id;
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this.body = world.CreateBody(bodyDef);
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.density = Settings.PLAYER_DENSITY;
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fixtureDef.friction = 0;
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fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
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var headShape = new Box2D.Collision.Shapes.b2CircleShape();
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headShape.SetRadius(5 / Settings.RATIO);
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headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER_HEAD;
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this.body.CreateFixture(fixtureDef);
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var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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fixtureDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER_CHEST;
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this.body.CreateFixture(fixtureDef);
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var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
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legsShape.SetRadius(5 / Settings.RATIO);
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legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -5 / Settings.RATIO));
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = Constants.COLLISION_IDENTIFIER_PLAYER_LEGS;
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this.legs = this.body.CreateFixture(fixtureDef);
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var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
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feetShape.SetRadius(4 / Settings.RATIO);
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feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO));
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = Constants.COLLISION_IDENTIFIER_FOOTSENSOR;
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this.body.CreateFixture(fixtureDef);
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this.body.SetActive(false);
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}
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Doll.prototype.spawn = function (x, y) {
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this.body.SetPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
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this.body.SetActive(true);
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}
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Doll.prototype.getBody = function () {
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return this.body;
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}
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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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this.legs.SetFriction(friction);
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}
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}
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Doll.prototype.move = function (direction, speed) {
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this.setFriction(Settings.PLAYER_MOTION_FRICTION);
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this.body.SetAwake(true);
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var vector = new Box2D.Common.Math.b2Vec2(speed * direction, this.body.GetLinearVelocity().y);
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this.body.SetLinearVelocity(vector);
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}
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Doll.prototype.stop = function () {
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this.setFriction(Settings.PLAYER_FRICTION);
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}
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Doll.prototype.jump = function () {
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this.body.SetAwake(true);
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var vector = new Box2D.Common.Math.b2Vec2(0, -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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Doll.prototype.jumping = function () {
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var vector = new Box2D.Common.Math.b2Vec2(0, -0.05);
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this.body.ApplyImpulse(vector, this.body.GetPosition());
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}
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Doll.prototype.destroy = function() {
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this.body.GetWorld().DestroyBody(this.body);
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}
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return Doll;
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});
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63
app/Game/Core/Physics/Engine.js
Executable file
63
app/Game/Core/Physics/Engine.js
Executable file
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@ -0,0 +1,63 @@
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define(["Chuck/Settings", "Client/Dom", "Vendor/Box2D", "Chuck/Collision/Detector"], function(Settings, Dom, Box2D, CollisionDetector){
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|
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function Engine () {
|
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this.world;
|
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this.init();
|
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}
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Engine.prototype.init = function() {
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this.world = new Box2D.Dynamics.b2World(new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY), Settings.BOX2D_ALLOW_SLEEP);
|
||||
|
||||
if(Settings.IS_BROWSER_ENVIRONMENT && Settings.DEBUG_MODE) {
|
||||
this.setupDebugDraw();
|
||||
}
|
||||
}
|
||||
|
||||
Engine.prototype.getWorld = function() {
|
||||
return this.world;
|
||||
}
|
||||
|
||||
Engine.prototype.setCollisionDetector = function(me) {
|
||||
|
||||
var detector = new CollisionDetector(me);
|
||||
this.world.SetContactListener(detector.getListener());
|
||||
}
|
||||
|
||||
Engine.prototype.setupDebugDraw = function() {
|
||||
//var debugSprite = Settings.DEBUG_DRAW_CANVAS_SPRITE;
|
||||
var debugSprite = Dom.getDebugCanvas().getContext("2d");
|
||||
|
||||
// set debug draw
|
||||
var debugDraw = new Box2D.Dynamics.b2DebugDraw();
|
||||
|
||||
debugDraw.SetSprite(debugSprite);
|
||||
debugDraw.SetDrawScale(Settings.RATIO);
|
||||
debugDraw.SetFillAlpha(0.5);
|
||||
debugDraw.SetLineThickness(1.0);
|
||||
|
||||
debugDraw.SetFlags(null
|
||||
| Box2D.Dynamics.b2DebugDraw.e_shapeBit
|
||||
| Box2D.Dynamics.b2DebugDraw.e_jointBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_coreShapeBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_aabbBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_obbBit
|
||||
//| Box2D.Dynamics.b2DebugDraw.e_pairBit
|
||||
);
|
||||
|
||||
this.world.SetDebugDraw(debugDraw);
|
||||
this.world.SetWarmStarting(true);
|
||||
}
|
||||
|
||||
Engine.prototype.createBody = function(bodyDef) {
|
||||
return this.world.CreateBody(bodyDef);
|
||||
}
|
||||
|
||||
Engine.prototype.update = function() {
|
||||
this.world.Step(Settings.BOX2D_TIME_STEP, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
|
||||
this.world.ClearForces();
|
||||
this.world.DrawDebugData();
|
||||
}
|
||||
|
||||
return Engine;
|
||||
})
|
||||
188
app/Game/Core/Player.js
Normal file
188
app/Game/Core/Player.js
Normal file
|
|
@ -0,0 +1,188 @@
|
|||
define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
|
||||
|
||||
function Player (physicsEngine, id, repository) {
|
||||
this.physicsEngine = physicsEngine;
|
||||
this.id = id;
|
||||
this.repository = repository;
|
||||
this.standing = false;
|
||||
this.doll;
|
||||
this.mc;
|
||||
this.currentAnimationState = 'stand';
|
||||
this.lookDirection = 1;
|
||||
this.moveDirection = 0;
|
||||
|
||||
this.init(id);
|
||||
}
|
||||
|
||||
Player.prototype.init = function(id) {
|
||||
this.doll = new Doll(this.physicsEngine, id);
|
||||
//this.mc = EmbedHandler.load(EmbedHandler.CHUCK);
|
||||
//this.mc.stop();
|
||||
//var mclp = new MovieClipLabelParser();
|
||||
//mclp.parse(this.mc);
|
||||
}
|
||||
|
||||
Player.prototype.spawn = function(x, y) {
|
||||
//this.repository.createModel(this.mc, this.doll.getBody());
|
||||
this.doll.spawn(x, y);
|
||||
}
|
||||
|
||||
Player.prototype.getDoll = function() {
|
||||
return this.doll;
|
||||
}
|
||||
|
||||
Player.prototype.getBody = function() {
|
||||
return this.doll.getBody();
|
||||
}
|
||||
|
||||
Player.prototype.setStanding = function(isStanding) {
|
||||
var resetStates = ['jump', 'jumploop'];
|
||||
if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
|
||||
this.animate('stand');
|
||||
}
|
||||
this.standing = isStanding;
|
||||
}
|
||||
|
||||
Player.prototype.isStanding = function() {
|
||||
return this.standing;
|
||||
}
|
||||
|
||||
Player.prototype.move = function(direction) {
|
||||
this.moveDirection = direction;
|
||||
|
||||
switch(true) {
|
||||
case direction == this.lookDirection && this.isStanding():
|
||||
this.doll.move(direction, Settings.RUN_SPEED);
|
||||
break;
|
||||
|
||||
case !this.isStanding():
|
||||
this.doll.move(direction, Settings.FLY_SPEED);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.doll.move(direction, Settings.WALK_SPEED);
|
||||
break;
|
||||
}
|
||||
|
||||
if (this.isStanding()) {
|
||||
this.animate(this.calculateWalkAnimation());
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.stop = function() {
|
||||
this.moveDirection = 0;
|
||||
this.doll.stop();
|
||||
if (this.isWalking() || this.standing) {
|
||||
this.animate('stand');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.jump = function() {
|
||||
if (this.isStanding()) {
|
||||
this.doll.jump();
|
||||
this.animate('jump');
|
||||
this.setStanding(false);
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.jumping = function() {
|
||||
if (!this.isStanding()) {
|
||||
this.doll.jumping();
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.duck = function() {
|
||||
if (this.standing && !this.isWalking()) {
|
||||
this.animate('duck');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.standUp = function() {
|
||||
if (this.standing) {
|
||||
this.animate('standup');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.animate = function(type) {
|
||||
if (type == this.currentAnimationState) {
|
||||
return;
|
||||
}
|
||||
|
||||
//this.mc.gotoAndPlay(type);
|
||||
|
||||
this.currentAnimationState = type;
|
||||
}
|
||||
|
||||
Player.prototype.calculateWalkAnimation = function() {
|
||||
if (this.moveDirection == this.lookDirection) {
|
||||
return 'run';
|
||||
}
|
||||
return 'walkback';
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if (x < Settings.STAGE_WIDTH / 2) {
|
||||
this.mc.scaleX = -1;
|
||||
this.lookDirection = -1;
|
||||
degree = (-45 + degree / 2);
|
||||
this.mc.head.rotation = degree;
|
||||
} else if (x >= Settings.STAGE_WIDTH / 2) {
|
||||
this.mc.scaleX = 1;
|
||||
this.lookDirection = 1;
|
||||
degree = (45 + -degree / 2) - 90;
|
||||
this.mc.head.rotation = degree;
|
||||
}
|
||||
|
||||
if (this.lookDirection != lastLookDirection && this.isWalking()) {
|
||||
this.animate(this.calculateWalkAnimation());
|
||||
}*/
|
||||
}
|
||||
|
||||
Player.prototype.isWalking = function() {
|
||||
var states = ['walk', 'walkback', 'run'];
|
||||
|
||||
if (states.indexOf(this.currentAnimationState) >= 0) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// called by CollisionDetection
|
||||
Player.prototype.onFootSensorDetection = function(isColliding) {
|
||||
if(isColliding) {
|
||||
if(this.doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
|
||||
return;
|
||||
}
|
||||
this.setStanding(true);
|
||||
} else {
|
||||
// TODO This needs some more thought to it.
|
||||
// maybe take a look at collision groups for collision detection,
|
||||
// to group all tiles together
|
||||
|
||||
//this.setStanding(false);
|
||||
//this.animate('jumploop');
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.update = function() {
|
||||
//this.mc.head.y = this.mc.head_posmask.y;
|
||||
|
||||
if (this.doll.getBody().GetLinearVelocity().x == 0 && this.isWalking()) {
|
||||
this.stop();
|
||||
}
|
||||
|
||||
if (!this.doll.getBody().IsAwake()) {
|
||||
this.setStanding(true);
|
||||
}
|
||||
}
|
||||
|
||||
Player.prototype.destroy = function() {
|
||||
this.doll.destroy();
|
||||
}
|
||||
|
||||
return Player;
|
||||
});
|
||||
25
app/Game/Core/Protocol/Helper.js
Normal file
25
app/Game/Core/Protocol/Helper.js
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
define(["Protocol/Parser"], function(Parser) {
|
||||
|
||||
var Helper = {}
|
||||
|
||||
Helper.encodeCommand = function(command, options){
|
||||
return Parser.encode(Helper.assemble(command, options));
|
||||
}
|
||||
|
||||
Helper.assemble = function(command, options){
|
||||
var commands = {};
|
||||
commands[command] = options || null;
|
||||
return commands;
|
||||
}
|
||||
|
||||
Helper.runCommands = function(message, callback){
|
||||
var commands = Parser.decode(message);
|
||||
|
||||
for(var command in commands) {
|
||||
callback(command, commands[command]);
|
||||
}
|
||||
}
|
||||
|
||||
return Helper;
|
||||
|
||||
});
|
||||
14
app/Game/Core/Protocol/Parser.js
Normal file
14
app/Game/Core/Protocol/Parser.js
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
define(function() {
|
||||
|
||||
var Parser = {};
|
||||
|
||||
Parser.encode = function(message){
|
||||
return JSON.stringify(message);
|
||||
}
|
||||
|
||||
Parser.decode = function(message){
|
||||
return JSON.parse(message);
|
||||
}
|
||||
|
||||
return Parser;
|
||||
});
|
||||
Loading…
Add table
Add a link
Reference in a new issue