diff --git a/index.html b/index.html
index 7686069..cff8016 100755
--- a/index.html
+++ b/index.html
@@ -11,7 +11,10 @@
+
+
+
diff --git a/lib/Chuck/Collision/Detector.js b/lib/Chuck/Collision/Detector.js
new file mode 100755
index 0000000..b3f8f86
--- /dev/null
+++ b/lib/Chuck/Collision/Detector.js
@@ -0,0 +1,33 @@
+Chuck.Collision.Detector = function(me) { //extends b2ContactListener {
+ this._me = me;
+
+ this._listener = new Chuck.b2ContactListener();
+ this._listener._chuckDetector = this;
+ this._listener.BeginContact = this.BeginContact;
+ this._listener.PostSolve = this.PostSolve;
+ this._listener.EndContact = this.EndContact;
+}
+
+Chuck.Collision.Detector.prototype.getListener = function() {
+ return this._listener;
+}
+
+Chuck.Collision.Detector.prototype.handleStand = function(point, isColliding) {
+ if (point.GetFixtureA().GetUserData() == 'myFeet' || point.GetFixtureB().GetUserData() == 'myFeet') {
+ this._me.onFootSensorDetection(isColliding);
+ }
+}
+
+/** Extension **/
+
+Chuck.Collision.Detector.prototype.BeginContact = function(point) {
+ this._chuckDetector.handleStand(point, true);
+}
+
+Chuck.Collision.Detector.prototype.PostSolve = function(point, impulse) {
+ this._chuckDetector.handleStand(point, true);
+}
+
+Chuck.Collision.Detector.prototype.EndContact = function(point) {
+ this._chuckDetector.handleStand(point, false);
+}
diff --git a/lib/Chuck/Config/Setup.js b/lib/Chuck/Config/Setup.js
index fd3aadc..2c86b08 100755
--- a/lib/Chuck/Config/Setup.js
+++ b/lib/Chuck/Config/Setup.js
@@ -2,6 +2,7 @@ var Chuck = {
Physics: {},
Loader: {},
Control: {},
+ Collision: {},
b2Vec2 : Box2D.Common.Math.b2Vec2,
b2AABB : Box2D.Collision.b2AABB,
@@ -14,7 +15,8 @@ var Chuck = {
b2PolygonShape : Box2D.Collision.Shapes.b2PolygonShape,
b2CircleShape : Box2D.Collision.Shapes.b2CircleShape,
b2DebugDraw : Box2D.Dynamics.b2DebugDraw,
- b2MouseJointDef : Box2D.Dynamics.Joints.b2MouseJointDef
+ b2MouseJointDef : Box2D.Dynamics.Joints.b2MouseJointDef,
+ b2ContactListener : Box2D.Dynamics.b2ContactListener
};
Chuck.Settings = {
@@ -49,7 +51,7 @@ Chuck.Settings = {
PLAYER_DENSITY : 0.96,
PLAYER_FRICTION : 5,
- PLAYER_MOTION_FRICTION : 0,
+ PLAYER_MOTION_FRICTION : 0.1,
PLAYER_RESTITUTION : 0.0,
PLAYER_LINEAR_DAMPING : .5,
diff --git a/lib/Chuck/Control/InputControlUnit.js b/lib/Chuck/Control/InputControlUnit.js
index fc38213..242b38e 100755
--- a/lib/Chuck/Control/InputControlUnit.js
+++ b/lib/Chuck/Control/InputControlUnit.js
@@ -1,36 +1,27 @@
-Chuck.Control.InputControlUnit = function() {
- var KEY_LEFT;
- var KEY_RIGHT;
- var KEY_UP;
- var KEY_DOWN;
+Chuck.Control.InputControlUnit = function(ki, me) {
+ this._ki = ki;
+ this._me = me;
- var _instance;
- var _ki;
- var _me;
- var _shift;
- var _isJumping;
+ this._shift;
+ this._isJumping;
+
+ this.KEY_LEFT = 65;
+ this.KEY_RIGHT = 68;
+ this.KEY_UP = 87;
+ this.KEY_DOWN = 83;
this.init();
}
-Chuck.Control.InputControlUnit.prototype.InputControlUnit = function() {
- this._me = Processor.getInstance().getMe();
- this._ki = KeyboardInput.getInstance();
- this._ki.registerKey(KEY_LEFT, this.moveLeft, this.stop, this.moveLeft);
- this._ki.registerKey(KEY_RIGHT, this.moveRight, this.stop, this.moveRight);
- this._ki.registerKey(KEY_UP, this.jump, this.jumped, this.jumping);
- this._ki.registerKey(KEY_DOWN, this.duck, this.standUp, this.duck);
- this._ki.registerKey(KEY_DOWN, this.activateShift, this.activateShift, this.deactivateShift);
-
- this._ki.registerKey(37, this.wasd);
- this._ki.registerKey(38, this.wasd);
- this._ki.registerKey(39, this.wasd);
- this._ki.registerKey(40, this.wasd);
-}
-
-
-Chuck.Control.InputControlUnit.prototype.wasd = function() {
- trace('wasd benutzen alter...');
+Chuck.Control.InputControlUnit.prototype.init = function() {
+
+ this._ki.setInputControlUnit(this);
+
+ this._ki.registerKey(this.KEY_LEFT, 'moveLeft', 'stop', 'moveLeft');
+ this._ki.registerKey(this.KEY_RIGHT, 'moveRight', 'stop', 'moveRight');
+ this._ki.registerKey(this.KEY_UP, 'jump', 'jumped', 'jumping');
+ this._ki.registerKey(this.KEY_DOWN, 'duck', 'standUp', 'duck');
+ this._ki.registerKey(this.KEY_DOWN, 'activateShift', 'activateShift', 'deactivateShift');
}
Chuck.Control.InputControlUnit.prototype.moveLeft = function() {
diff --git a/lib/Chuck/Control/Key.js b/lib/Chuck/Control/Key.js
new file mode 100755
index 0000000..84dfbbf
--- /dev/null
+++ b/lib/Chuck/Control/Key.js
@@ -0,0 +1,56 @@
+Chuck.Control.Key = function() {
+ this._active = false;
+ this._activityUpdateStatus = false;
+ this._activityUpdateNeeded = false;
+ this._keyDown = null;
+ this._keyUp = null;
+ this._keyFrame = null;
+
+}
+Chuck.Control.Key.prototype.setActivityUpdateStatus = function(active) {
+ this._activityUpdateStatus = active;
+}
+
+Chuck.Control.Key.prototype.getActivityUpdateStatus = function() {
+ return this._activityUpdateStatus;
+}
+
+Chuck.Control.Key.prototype.setActivityUpdateNeeded = function(need) {
+ this._activityUpdateNeeded = need;
+}
+
+Chuck.Control.Key.prototype.getActivityUpdateNeeded = function() {
+ return this._activityUpdateNeeded;
+}
+
+Chuck.Control.Key.prototype.setActive = function(active) {
+ this._active = active;
+}
+
+Chuck.Control.Key.prototype.getActive = function() {
+ return this._active;
+}
+
+Chuck.Control.Key.prototype.setKeyDownFunction = function(f) {
+ this._keyDown = f;
+}
+
+Chuck.Control.Key.prototype.getKeyDownFunction = function() {
+ return this._keyDown;
+}
+
+Chuck.Control.Key.prototype.setKeyUpFunction = function(f) {
+ this._keyUp = f;
+}
+
+Chuck.Control.Key.prototype.getKeyUpFunction = function() {
+ return this._keyUp;
+}
+
+Chuck.Control.Key.prototype.setKeyFrameFunction = function(f) {
+ this._keyFrame = f;
+}
+
+Chuck.Control.Key.prototype.getKeyFrameFunction = function() {
+ return this._keyFrame;
+}
diff --git a/lib/Chuck/Control/KeyboardInput.js b/lib/Chuck/Control/KeyboardInput.js
new file mode 100755
index 0000000..985aef4
--- /dev/null
+++ b/lib/Chuck/Control/KeyboardInput.js
@@ -0,0 +1,72 @@
+Chuck.Control.KeyboardInput = function() {
+ this._registry = {};
+ this._inputControlUnit = null;
+
+ this.init();
+}
+
+Chuck.Control.KeyboardInput.prototype.init = function() {
+ $(window).keydown($.proxy(this._onKeyDown, this));
+ $(window).keyup($.proxy(this._onKeyUp, this));
+}
+
+Chuck.Control.KeyboardInput.prototype.setInputControlUnit = function(inputControlUnit) {
+ this._inputControlUnit = inputControlUnit;
+}
+
+Chuck.Control.KeyboardInput.prototype.registerKey = function(keyCode, onKeyDown, onKeyUp, onKeyFrame) {
+ var key = new Chuck.Control.Key();
+ key.setKeyDownFunction(onKeyDown);
+ key.setKeyUpFunction(onKeyUp);
+ key.setKeyFrameFunction(onKeyFrame);
+ this._registry[keyCode] = key;
+}
+
+Chuck.Control.KeyboardInput.prototype._getKeyByKeyCode = function(keyCode) {
+ return this._registry[keyCode];
+}
+
+Chuck.Control.KeyboardInput.prototype._onKeyDown = function(e) {
+ var key = this._getKeyByKeyCode(e.keyCode);
+ if (key && key.getActive() == false) {
+ key.setActivityUpdateStatus(true);
+ key.setActivityUpdateNeeded(true);
+ }
+}
+
+Chuck.Control.KeyboardInput.prototype._onKeyUp = function(e) {
+ var key = this._getKeyByKeyCode(e.keyCode);
+ if (key != null) {
+ key.setActivityUpdateStatus(false);
+ key.setActivityUpdateNeeded(true);
+ }
+}
+
+Chuck.Control.KeyboardInput.prototype.update = function() {
+ var callback = null;
+ var self = this;
+ $.each(this._registry, function(keyCode, key) {
+ if (key.getActivityUpdateNeeded()) {
+ if (key.getActivityUpdateStatus() == true) {
+ callback = key.getKeyDownFunction();
+ key.setActive(true);
+ } else {
+ callback = key.getKeyUpFunction();
+ key.setActive(false);
+ }
+ key.setActivityUpdateNeeded(false);
+ }
+
+ if (callback) {
+ self._inputControlUnit[callback]();
+ } else {
+ if (key.getActive()) {
+ callback = key.getKeyFrameFunction();
+ if (callback) {
+ self._inputControlUnit[callback]();
+ }
+ }
+ }
+ callback = null;
+ });
+}
\ No newline at end of file
diff --git a/lib/Chuck/Main.js b/lib/Chuck/Main.js
index 3161838..fcec559 100755
--- a/lib/Chuck/Main.js
+++ b/lib/Chuck/Main.js
@@ -1,7 +1,5 @@
Chuck.Main = function () {
-
- // Settings were loaded automatically
-
+ // Settings were loaded automatically
var processor = new Chuck.Processor();
processor.init();
-};
+};
\ No newline at end of file
diff --git a/lib/Chuck/Physics/Engine.js b/lib/Chuck/Physics/Engine.js
index 5cc06fa..40ee5fa 100755
--- a/lib/Chuck/Physics/Engine.js
+++ b/lib/Chuck/Physics/Engine.js
@@ -1,6 +1,5 @@
Chuck.Physics.Engine = function () {
this._world;
-
this.init();
}
@@ -17,9 +16,10 @@ Chuck.Physics.Engine.prototype.getWorld = function() {
return this._world;
}
-Chuck.Physics.Engine.prototype.setCollisionDetector = function() {
- var cd = new CollisionDetector();
- this._world.SetContactListener(cd);
+Chuck.Physics.Engine.prototype.setCollisionDetector = function(me) {
+ var cd = new Chuck.Collision.Detector(me);
+ var listener = cd.getListener();
+ this._world.SetContactListener(listener);
}
Chuck.Physics.Engine.prototype.setupDebugDraw = function() {
diff --git a/lib/Chuck/Player.js b/lib/Chuck/Player.js
index 658136f..007ed85 100755
--- a/lib/Chuck/Player.js
+++ b/lib/Chuck/Player.js
@@ -1,7 +1,7 @@
Chuck.Player = function(engine, repository) {
this._engine = engine;
this._repository = repository;
- this._standing;
+ this._standing = false;
this._doll;
this._mc;
this._currentAnimationState = 'stand';
@@ -47,18 +47,18 @@ Chuck.Player.prototype.isStanding = function() {
Chuck.Player.prototype.move = function(direction) {
this._moveDirection = direction;
-
+
switch(true) {
case direction == this._lookDirection && this.isStanding():
- this._doll.move(direction, Settings.RUN_SPEED);
+ this._doll.move(direction, Chuck.Settings.RUN_SPEED);
break;
case !this.isStanding():
- this._doll.move(direction, Settings.FLY_SPEED);
+ this._doll.move(direction, Chuck.Settings.FLY_SPEED);
break;
default:
- this._doll.move(direction, Settings.WALK_SPEED);
+ this._doll.move(direction, Chuck.Settings.WALK_SPEED);
break;
}
@@ -107,7 +107,7 @@ Chuck.Player.prototype._animate = function(type) {
return;
}
- this._mc.gotoAndPlay(type);
+ //this._mc.gotoAndPlay(type);
this._currentAnimationState = type;
}
@@ -120,15 +120,15 @@ Chuck.Player.prototype._calculateWalkAnimation = function() {
}
Chuck.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 degree = Math.atan2(Chuck.Settings.STAGE_WIDTH / 2 - x, Chuck.Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
var lastLookDirection = this._lookDirection;
- if (x < Settings.STAGE_WIDTH / 2) {
+ if (x < Chuck.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) {
+ } else if (x >= Chuck.Settings.STAGE_WIDTH / 2) {
this._mc.scaleX = 1;
this._lookDirection = 1;
degree = (45 + -degree / 2) - 90;
@@ -152,7 +152,7 @@ Chuck.Player.prototype._isWalking = function() {
// called by CollisionDetection
Chuck.Player.prototype.onFootSensorDetection = function(isColliding) {
if(isColliding) {
- if(this._doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
+ if(this._doll.getBody().GetLinearVelocity().y < -Chuck.Settings.JUMP_SPEED && !this.isStanding()) {
return;
}
this.setStanding(true);
@@ -167,7 +167,7 @@ Chuck.Player.prototype.onFootSensorDetection = function(isColliding) {
}
Chuck.Player.prototype.update = function() {
- this._mc.head.y = this._mc.head_posmask.y;
+ //this._mc.head.y = this._mc.head_posmask.y;
if (this._doll.getBody().GetLinearVelocity().x == 0 && this._isWalking()) {
this.stop();
diff --git a/lib/Chuck/Processor.js b/lib/Chuck/Processor.js
index df8d6c0..9f470e3 100755
--- a/lib/Chuck/Processor.js
+++ b/lib/Chuck/Processor.js
@@ -11,19 +11,15 @@ Chuck.Processor = function() {
}
Chuck.Processor.prototype.init = function() {
+
this._engine = new Chuck.Physics.Engine();
-
- this._me = new Chuck.Player(this._engine, this._repository);
-
- //this._camera = Camera.getInstance()
+ this._me = new Chuck.Player(this._engine, this._repository);
+ //this._camera = Camera.getInstance()
//this._repository = Repository.getInstance();
+ this._engine.setCollisionDetector(this._me);
+ this._keyboardInput = new Chuck.Control.KeyboardInput();
+ this._inputControlUnit = new Chuck.Control.InputControlUnit(this._keyboardInput, this._me);
- //this._engine.setCollisionDetector();
-
- //this._inputControlUnit = InputControlUnit.getInstance();
- //this._keyboardInput = KeyboardInput.getInstance();
-
-
new Chuck.Loader.Level(this._engine);
//new Items();
@@ -50,10 +46,9 @@ Chuck.Processor.prototype._update = function(self) {
self._engine.update();
// Order is important
- /*
- self._repository.update();
+
+ //self._repository.update();
self._keyboardInput.update();
self._me.update();
- self._camera.update();
- */
+ //self._camera.update();
}
\ No newline at end of file