mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
control features implemented
This commit is contained in:
parent
8d0ff1a929
commit
c2b0baaea2
10 changed files with 213 additions and 63 deletions
33
lib/Chuck/Collision/Detector.js
Executable file
33
lib/Chuck/Collision/Detector.js
Executable file
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@ -0,0 +1,33 @@
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Chuck.Collision.Detector = function(me) { //extends b2ContactListener {
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this._me = me;
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this._listener = new Chuck.b2ContactListener();
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this._listener._chuckDetector = this;
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this._listener.BeginContact = this.BeginContact;
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this._listener.PostSolve = this.PostSolve;
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this._listener.EndContact = this.EndContact;
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}
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Chuck.Collision.Detector.prototype.getListener = function() {
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return this._listener;
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}
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Chuck.Collision.Detector.prototype.handleStand = function(point, isColliding) {
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if (point.GetFixtureA().GetUserData() == 'myFeet' || point.GetFixtureB().GetUserData() == 'myFeet') {
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this._me.onFootSensorDetection(isColliding);
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}
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}
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/** Extension **/
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Chuck.Collision.Detector.prototype.BeginContact = function(point) {
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this._chuckDetector.handleStand(point, true);
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}
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Chuck.Collision.Detector.prototype.PostSolve = function(point, impulse) {
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this._chuckDetector.handleStand(point, true);
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}
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Chuck.Collision.Detector.prototype.EndContact = function(point) {
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this._chuckDetector.handleStand(point, false);
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}
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@ -2,6 +2,7 @@ var Chuck = {
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Physics: {},
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Loader: {},
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Control: {},
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Collision: {},
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b2Vec2 : Box2D.Common.Math.b2Vec2,
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b2AABB : Box2D.Collision.b2AABB,
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@ -14,7 +15,8 @@ var Chuck = {
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b2PolygonShape : Box2D.Collision.Shapes.b2PolygonShape,
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b2CircleShape : Box2D.Collision.Shapes.b2CircleShape,
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b2DebugDraw : Box2D.Dynamics.b2DebugDraw,
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b2MouseJointDef : Box2D.Dynamics.Joints.b2MouseJointDef
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b2MouseJointDef : Box2D.Dynamics.Joints.b2MouseJointDef,
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b2ContactListener : Box2D.Dynamics.b2ContactListener
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};
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Chuck.Settings = {
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@ -49,7 +51,7 @@ Chuck.Settings = {
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PLAYER_DENSITY : 0.96,
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PLAYER_FRICTION : 5,
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PLAYER_MOTION_FRICTION : 0,
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PLAYER_MOTION_FRICTION : 0.1,
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PLAYER_RESTITUTION : 0.0,
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PLAYER_LINEAR_DAMPING : .5,
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@ -1,36 +1,27 @@
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Chuck.Control.InputControlUnit = function() {
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var KEY_LEFT;
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var KEY_RIGHT;
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var KEY_UP;
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var KEY_DOWN;
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Chuck.Control.InputControlUnit = function(ki, me) {
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this._ki = ki;
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this._me = me;
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var _instance;
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var _ki;
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var _me;
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var _shift;
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var _isJumping;
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this._shift;
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this._isJumping;
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this.KEY_LEFT = 65;
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this.KEY_RIGHT = 68;
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this.KEY_UP = 87;
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this.KEY_DOWN = 83;
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this.init();
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}
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Chuck.Control.InputControlUnit.prototype.InputControlUnit = function() {
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this._me = Processor.getInstance().getMe();
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this._ki = KeyboardInput.getInstance();
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this._ki.registerKey(KEY_LEFT, this.moveLeft, this.stop, this.moveLeft);
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this._ki.registerKey(KEY_RIGHT, this.moveRight, this.stop, this.moveRight);
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this._ki.registerKey(KEY_UP, this.jump, this.jumped, this.jumping);
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this._ki.registerKey(KEY_DOWN, this.duck, this.standUp, this.duck);
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this._ki.registerKey(KEY_DOWN, this.activateShift, this.activateShift, this.deactivateShift);
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this._ki.registerKey(37, this.wasd);
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this._ki.registerKey(38, this.wasd);
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this._ki.registerKey(39, this.wasd);
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this._ki.registerKey(40, this.wasd);
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}
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Chuck.Control.InputControlUnit.prototype.wasd = function() {
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trace('wasd benutzen alter...');
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Chuck.Control.InputControlUnit.prototype.init = function() {
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this._ki.setInputControlUnit(this);
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this._ki.registerKey(this.KEY_LEFT, 'moveLeft', 'stop', 'moveLeft');
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this._ki.registerKey(this.KEY_RIGHT, 'moveRight', 'stop', 'moveRight');
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this._ki.registerKey(this.KEY_UP, 'jump', 'jumped', 'jumping');
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this._ki.registerKey(this.KEY_DOWN, 'duck', 'standUp', 'duck');
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this._ki.registerKey(this.KEY_DOWN, 'activateShift', 'activateShift', 'deactivateShift');
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}
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Chuck.Control.InputControlUnit.prototype.moveLeft = function() {
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56
lib/Chuck/Control/Key.js
Executable file
56
lib/Chuck/Control/Key.js
Executable file
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@ -0,0 +1,56 @@
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Chuck.Control.Key = function() {
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this._active = false;
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this._activityUpdateStatus = false;
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this._activityUpdateNeeded = false;
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this._keyDown = null;
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this._keyUp = null;
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this._keyFrame = null;
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}
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Chuck.Control.Key.prototype.setActivityUpdateStatus = function(active) {
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this._activityUpdateStatus = active;
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}
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Chuck.Control.Key.prototype.getActivityUpdateStatus = function() {
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return this._activityUpdateStatus;
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}
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Chuck.Control.Key.prototype.setActivityUpdateNeeded = function(need) {
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this._activityUpdateNeeded = need;
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}
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Chuck.Control.Key.prototype.getActivityUpdateNeeded = function() {
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return this._activityUpdateNeeded;
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}
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Chuck.Control.Key.prototype.setActive = function(active) {
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this._active = active;
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}
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Chuck.Control.Key.prototype.getActive = function() {
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return this._active;
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}
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Chuck.Control.Key.prototype.setKeyDownFunction = function(f) {
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this._keyDown = f;
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}
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Chuck.Control.Key.prototype.getKeyDownFunction = function() {
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return this._keyDown;
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}
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Chuck.Control.Key.prototype.setKeyUpFunction = function(f) {
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this._keyUp = f;
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}
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Chuck.Control.Key.prototype.getKeyUpFunction = function() {
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return this._keyUp;
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}
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Chuck.Control.Key.prototype.setKeyFrameFunction = function(f) {
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this._keyFrame = f;
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}
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Chuck.Control.Key.prototype.getKeyFrameFunction = function() {
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return this._keyFrame;
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}
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72
lib/Chuck/Control/KeyboardInput.js
Executable file
72
lib/Chuck/Control/KeyboardInput.js
Executable file
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@ -0,0 +1,72 @@
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Chuck.Control.KeyboardInput = function() {
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this._registry = {};
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this._inputControlUnit = null;
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this.init();
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}
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Chuck.Control.KeyboardInput.prototype.init = function() {
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$(window).keydown($.proxy(this._onKeyDown, this));
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$(window).keyup($.proxy(this._onKeyUp, this));
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}
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Chuck.Control.KeyboardInput.prototype.setInputControlUnit = function(inputControlUnit) {
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this._inputControlUnit = inputControlUnit;
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}
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Chuck.Control.KeyboardInput.prototype.registerKey = function(keyCode, onKeyDown, onKeyUp, onKeyFrame) {
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var key = new Chuck.Control.Key();
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key.setKeyDownFunction(onKeyDown);
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key.setKeyUpFunction(onKeyUp);
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key.setKeyFrameFunction(onKeyFrame);
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this._registry[keyCode] = key;
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}
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Chuck.Control.KeyboardInput.prototype._getKeyByKeyCode = function(keyCode) {
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return this._registry[keyCode];
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}
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Chuck.Control.KeyboardInput.prototype._onKeyDown = function(e) {
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var key = this._getKeyByKeyCode(e.keyCode);
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if (key && key.getActive() == false) {
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key.setActivityUpdateStatus(true);
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key.setActivityUpdateNeeded(true);
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}
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}
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Chuck.Control.KeyboardInput.prototype._onKeyUp = function(e) {
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var key = this._getKeyByKeyCode(e.keyCode);
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if (key != null) {
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key.setActivityUpdateStatus(false);
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key.setActivityUpdateNeeded(true);
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}
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}
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Chuck.Control.KeyboardInput.prototype.update = function() {
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var callback = null;
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var self = this;
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$.each(this._registry, function(keyCode, key) {
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if (key.getActivityUpdateNeeded()) {
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if (key.getActivityUpdateStatus() == true) {
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callback = key.getKeyDownFunction();
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key.setActive(true);
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} else {
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callback = key.getKeyUpFunction();
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key.setActive(false);
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}
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key.setActivityUpdateNeeded(false);
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}
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if (callback) {
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self._inputControlUnit[callback]();
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} else {
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if (key.getActive()) {
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callback = key.getKeyFrameFunction();
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if (callback) {
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self._inputControlUnit[callback]();
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}
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}
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}
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callback = null;
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});
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}
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@ -1,7 +1,5 @@
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Chuck.Main = function () {
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// Settings were loaded automatically
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// Settings were loaded automatically
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var processor = new Chuck.Processor();
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processor.init();
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};
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};
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@ -1,6 +1,5 @@
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Chuck.Physics.Engine = function () {
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this._world;
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this.init();
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}
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@ -17,9 +16,10 @@ Chuck.Physics.Engine.prototype.getWorld = function() {
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return this._world;
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}
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Chuck.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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Chuck.Physics.Engine.prototype.setCollisionDetector = function(me) {
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var cd = new Chuck.Collision.Detector(me);
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var listener = cd.getListener();
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this._world.SetContactListener(listener);
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}
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Chuck.Physics.Engine.prototype.setupDebugDraw = function() {
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@ -1,7 +1,7 @@
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Chuck.Player = function(engine, repository) {
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this._engine = engine;
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this._repository = repository;
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this._standing;
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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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@ -47,18 +47,18 @@ Chuck.Player.prototype.isStanding = function() {
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Chuck.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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this._doll.move(direction, Chuck.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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this._doll.move(direction, Chuck.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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this._doll.move(direction, Chuck.Settings.WALK_SPEED);
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break;
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}
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@ -107,7 +107,7 @@ Chuck.Player.prototype._animate = function(type) {
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return;
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}
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this._mc.gotoAndPlay(type);
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//this._mc.gotoAndPlay(type);
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this._currentAnimationState = type;
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}
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@ -120,15 +120,15 @@ Chuck.Player.prototype._calculateWalkAnimation = function() {
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}
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Chuck.Player.prototype.look = function(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 degree = Math.atan2(Chuck.Settings.STAGE_WIDTH / 2 - x, Chuck.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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if (x < Chuck.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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} else if (x >= Chuck.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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@ -152,7 +152,7 @@ Chuck.Player.prototype._isWalking = function() {
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// called by CollisionDetection
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Chuck.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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if(this._doll.getBody().GetLinearVelocity().y < -Chuck.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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@ -167,7 +167,7 @@ Chuck.Player.prototype.onFootSensorDetection = function(isColliding) {
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}
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Chuck.Player.prototype.update = function() {
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this._mc.head.y = this._mc.head_posmask.y;
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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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@ -11,19 +11,15 @@ Chuck.Processor = function() {
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}
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Chuck.Processor.prototype.init = function() {
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this._engine = new Chuck.Physics.Engine();
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this._me = new Chuck.Player(this._engine, this._repository);
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//this._camera = Camera.getInstance()
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this._me = new Chuck.Player(this._engine, this._repository);
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//this._camera = Camera.getInstance()
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//this._repository = Repository.getInstance();
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this._engine.setCollisionDetector(this._me);
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this._keyboardInput = new Chuck.Control.KeyboardInput();
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this._inputControlUnit = new Chuck.Control.InputControlUnit(this._keyboardInput, this._me);
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//this._engine.setCollisionDetector();
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//this._inputControlUnit = InputControlUnit.getInstance();
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//this._keyboardInput = KeyboardInput.getInstance();
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new Chuck.Loader.Level(this._engine);
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//new Items();
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@ -50,10 +46,9 @@ Chuck.Processor.prototype._update = function(self) {
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self._engine.update();
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// Order is important
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/*
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self._repository.update();
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//self._repository.update();
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self._keyboardInput.update();
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self._me.update();
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self._camera.update();
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*/
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//self._camera.update();
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}
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