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

@ -11,7 +11,10 @@
<script type="text/javascript" src="lib/Chuck/Physics/Engine.js"></script>
<script type="text/javascript" src="lib/Chuck/Player.js"></script>
<script type="text/javascript" src="lib/Chuck/Physics/Doll.js"></script>
<script type="text/javascript" src="lib/Chuck/Collision/Detector.js"></script>
<script type="text/javascript" src="lib/Chuck/Control/InputControlUnit.js"></script>
<script type="text/javascript" src="lib/Chuck/Control/KeyboardInput.js"></script>
<script type="text/javascript" src="lib/Chuck/Control/Key.js"></script>
<script type="text/javascript" src="lib/Chuck/Loader/Level.js"></script>
<script type="text/javascript" src="lib/Chuck/Main.js"></script>
</head>

33
lib/Chuck/Collision/Detector.js Executable file
View file

@ -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);
}

View file

@ -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,

View file

@ -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() {

56
lib/Chuck/Control/Key.js Executable file
View file

@ -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;
}

View file

@ -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;
});
}

View file

@ -1,7 +1,5 @@
Chuck.Main = function () {
// Settings were loaded automatically
// Settings were loaded automatically
var processor = new Chuck.Processor();
processor.init();
};
};

View file

@ -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() {

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();

View file

@ -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();
}