control features implemented

This commit is contained in:
logsol 2012-06-03 18:22:27 +02:00
parent 8d0ff1a929
commit c2b0baaea2
10 changed files with 213 additions and 63 deletions

View file

@ -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();