mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
implemented gameobject for tiles and doll
This commit is contained in:
parent
fe0d4a66e2
commit
d51c705c1c
15 changed files with 221 additions and 326 deletions
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@ -14,38 +14,35 @@ function (Box2D) {
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Detector.IDENTIFIER = {
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TILE: "tile",
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PLAYER: "player",
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PLAYER_HEAD: 'head',
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PLAYER_CHEST: 'chest',
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PLAYER_LEGS: 'legs',
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PLAYER_FOOT_SENSOR: 'footsensor'
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PLAYER: "player"
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}
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Detector.prototype.getListener = function () {
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return this.listener;
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}
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Detector.prototype.handleStand = function (point, isColliding) {
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Detector.prototype.onCollisionChange = function (point, isColliding) {
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var userDataA = point.GetFixtureA().GetUserData();
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var userDataB = point.GetFixtureB().GetUserData();
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if (point.GetFixtureA().GetUserData().identifier == Detector.IDENTIFIER.PLAYER_FOOT_SENSOR) {
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point.GetFixtureA().GetUserData().player.onFootSensorDetection(isColliding);
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} else if (point.GetFixtureB().GetUserData().identifier == Detector.IDENTIFIER.PLAYER_FOOT_SENSOR) {
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point.GetFixtureB().GetUserData().player.onFootSensorDetection(isColliding);
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if (userDataA && userDataA.onCollisionChange) {
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userDataA.onCollisionChange(isColliding);
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} else if (userDataB && userDataB.onCollisionChange) {
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userDataB.onCollisionChange(isColliding);
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}
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}
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/** Extension **/
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Detector.prototype.BeginContact = function (point) {
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this.chuckDetector.handleStand(point, true);
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this.chuckDetector.onCollisionChange(point, true);
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}
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Detector.prototype.PostSolve = function (point, impulse) {
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//this.chuckDetector.handleStand(point, true);
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}
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Detector.prototype.EndContact = function (point) {
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this.chuckDetector.handleStand(point, false);
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this.chuckDetector.onCollisionChange(point, false);
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}
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return Detector;
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@ -1,29 +0,0 @@
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define([
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"Lib/Vendor/Box2D",
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"Lib/Utilities/Exception"
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],
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function (Box2D, Exception) {
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function GameObject(physicsEngine) {
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var def = this.getBodyDef();
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this.body = physicsEngine.getWorld().CreateBody(def);
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}
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GameObject.prototype.getBodyDef = function() {
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throw new Exception('Abstract method GameObject.getBodyDef not overwritten');
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};
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GameObject.prototype.destroy = function() {
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if(this.body instanceof Box2D.Dynamics.b2Body) {
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this.body.GetWorld().DestroyBody(this.body);
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}
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};
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GameObject.prototype.getBody = function() {
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return this.body;
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};
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return GameObject;
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});
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@ -21,17 +21,14 @@ function (Parent, Box2D, Settings, CollisionDetector) {
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bodyDef.type = Box2D.Dynamics.b2Body.b2_staticBody;
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bodyDef.position.x = this.options.x * Settings.TILE_SIZE / Settings.RATIO;
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bodyDef.position.y = this.options.y * Settings.TILE_SIZE / Settings.RATIO;
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bodyDef.angle = this.options.r * 90 * Math.PI / 180;
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bodyDef.angle = (this.options.r || 0) * 90 * Math.PI / 180;
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return bodyDef;
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}
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Tile.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 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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@ -41,7 +38,6 @@ function (Parent, Box2D, Settings, CollisionDetector) {
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fixtureDef.restitution = Settings.TILE_RESTITUTION;
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fixtureDef.isSensor = false;
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fixtureDef.userData = CollisionDetector.IDENTIFIER.TILE;
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this.body.CreateFixture(fixtureDef);
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}
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@ -7,12 +7,11 @@ define([
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], function (Settings, Box2D, CollisionDetector, Tile) {
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// Public
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function Level (path, engine, gameObjects, view) {
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function Level (path, engine, gameObjects) {
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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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this.gameObjects = gameObjects;
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this.view = view;
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}
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Level.prototype.loadLevelInToEngine = function () {
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@ -33,7 +32,8 @@ define([
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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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for (var i = 0; i < tiles.length; i++) {
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this.gameObjects.fixed.push(new Tile(this.engine, tiles[i]));
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}
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}
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@ -1,32 +1,42 @@
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define([
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"Game/" + GLOBALS.context + "/GameObjects/GameObject",
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"Lib/Vendor/Box2D",
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"Game/Config/Settings",
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"Game/" + GLOBALS.context + "/Collision/Detector"
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],
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function (Box2D, Settings, CollisionDetector) {
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function (Parent, Box2D, Settings, CollisionDetector) {
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function Doll (physicsEngine, player) {
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this.player = player;
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this.physicsEngine = physicsEngine;
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this.body;
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function Doll (physicsEngine, playerId) {
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Parent.call(this, physicsEngine);
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this.playerId = playerId;
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this.standing = false;
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this.moveDirection = 0;
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this.lookDirection = 0;
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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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this.createFixtures();
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this.body.SetActive(false);
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}
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Doll.prototype.init = function (world) {
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Doll.prototype = Object.create(Parent.prototype);
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Doll.prototype.getBodyDef = function() {
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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 = CollisionDetector.IDENTIFIER.PLAYER + '-' + this.player.id;
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bodyDef.userData = CollisionDetector.IDENTIFIER.PLAYER + '-' + this.playerId;
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this.body = world.CreateBody(bodyDef);
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return bodyDef;
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};
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Doll.prototype.createFixtures = function () {
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.density = Settings.PLAYER_DENSITY;
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@ -38,14 +48,12 @@ function (Box2D, Settings, CollisionDetector) {
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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 = CollisionDetector.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 = CollisionDetector.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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@ -54,7 +62,6 @@ function (Box2D, Settings, CollisionDetector) {
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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 = CollisionDetector.IDENTIFIER.PLAYER_LEGS;
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this.legs = this.body.CreateFixture(fixtureDef);
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@ -65,13 +72,10 @@ function (Box2D, Settings, CollisionDetector) {
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fixtureDef.isSensor = true;
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fixtureDef.userData = {
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identifier: CollisionDetector.IDENTIFIER.PLAYER_FOOT_SENSOR,
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player: this.player
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onCollisionChange: this.onFootSensorDetection.bind(this)
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}
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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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@ -79,9 +83,9 @@ function (Box2D, Settings, CollisionDetector) {
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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.getPosition = function() {
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return this.body.GetPosition();
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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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@ -91,7 +95,25 @@ function (Box2D, Settings, CollisionDetector) {
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}
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}
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Doll.prototype.move = function (direction, speed) {
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Doll.prototype.move = function (direction) {
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this.moveDirection = direction;
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var speed;
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switch(true) {
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case direction == this.lookDirection && this.isStanding():
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speed = Settings.RUN_SPEED;
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break;
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case !this.isStanding():
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speed = Settings.FLY_SPEED;
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break;
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default:
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speed = Settings.WALK_SPEED;
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break;
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}
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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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@ -99,29 +121,73 @@ function (Box2D, Settings, CollisionDetector) {
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}
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Doll.prototype.stop = function () {
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this.moveDirection = 0;
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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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if (this.isStanding()) {
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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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this.setStanding(false);
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}
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}
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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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*/
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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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Doll.prototype.setStanding = function (isStanding) {
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this.standing = isStanding;
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}
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Doll.prototype.isStanding = function () {
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return this.standing;
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}
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Doll.prototype.lookAt = function(x, y) {
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var lastLookDirection = this.lookDirection;
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/*
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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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if (x < 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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this.mc.scaleX = 1;
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this.lookDirection = 1;
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degree = (45 + -degree / 2) - 90;
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this.mc.head.rotation = degree;
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}
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*/
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if(x < 0) {
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this.lookDirection = -1;
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} else {
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this.lookDirection = 1;
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}
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};
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Doll.prototype.onFootSensorDetection = function(isColliding) {
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if(isColliding && !(this.body.GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding())) {
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this.setStanding(true);
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}
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};
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Doll.prototype.update = function() {
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if (this.body.GetLinearVelocity().x == 0) {
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this.stop();
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}
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if (!this.body.IsAwake() && !this.isStanding()) {
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this.setStanding(true);
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}
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};
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return Doll;
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});
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@ -13,7 +13,6 @@ function (Settings, Box2D, CollisionDetector) {
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);
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this.ground = null;
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this.lastStep = Date.now();
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console.log(Settings.BOX2D_TIME_STEP)
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}
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Engine.prototype.getWorld = function () {
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@ -8,185 +8,47 @@ function (Doll, Settings) {
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function Player (id, physicsEngine) {
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this.physicsEngine = physicsEngine;
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this.playerController = null;
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this.doll;
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this.id = id;
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this.standing = false;
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this.doll;
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this.currentAnimationState = 'stand';
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this.moveDirection = 0;
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this.lookDirection = 0;
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this.isSpawned = false;
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}
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Player.prototype.getDoll = function() {
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return this.doll;
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};
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Player.prototype.spawn = function (x, y) {
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this.doll = new Doll(this.physicsEngine, this);
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this.doll = new Doll(this.physicsEngine, this.id);
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this.doll.spawn(x, y);
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this.isSpawned = true;
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}
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Player.prototype.getDoll = function () {
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return this.doll;
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}
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Player.prototype.getBody = function () {
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return this.doll.getBody();
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}
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Player.prototype.getPosition = function () {
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return this.getBody().GetPosition();
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}
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Player.prototype.setStanding = function (isStanding) {
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var resetStates = ['jump', 'jumploop'];
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if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
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this.animate('stand');
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}
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this.standing = isStanding;
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}
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Player.prototype.isStanding = function () {
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return this.standing;
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if(!this.doll) return false;
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return this.doll.getPosition();
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}
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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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break;
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case !this.isStanding():
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this.doll.move(direction, 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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break;
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}
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if (this.isStanding()) {
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this.animate(this.calculateWalkAnimation());
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}
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this.doll.move(direction);
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}
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Player.prototype.stop = function () {
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this.moveDirection = 0;
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this.doll.stop();
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if (this.isWalking() || this.standing) {
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this.animate('stand');
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}
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}
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Player.prototype.jump = function () {
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if (this.isStanding()) {
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this.doll.jump();
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this.animate('jump');
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this.setStanding(false);
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}
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}
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Player.prototype.jumping = function () {
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if (!this.isStanding()) {
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this.doll.jumping();
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}
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}
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Player.prototype.duck = function () {
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if (this.standing && !this.isWalking()) {
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this.animate('duck');
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}
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}
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Player.prototype.standUp = function () {
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if (this.standing) {
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this.animate('standup');
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}
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}
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Player.prototype.animate = function (type) {
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if (type == this.currentAnimationState) {
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return;
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}
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this.currentAnimationState = type;
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}
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Player.prototype.calculateWalkAnimation = function () {
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// FIXME dont know if this is right
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if (this.moveDirection == (this.lookDirection > 0)) {
|
||||
return 'run';
|
||||
}
|
||||
return 'walkback';
|
||||
this.doll.jump();
|
||||
}
|
||||
|
||||
Player.prototype.lookAt = function (x, y) {
|
||||
//console.log("player looking at ", x, y);
|
||||
|
||||
|
||||
var lastLookDirection = this.lookDirection;
|
||||
/*
|
||||
var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
|
||||
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(x < 0) {
|
||||
this.lookDirection = -1;
|
||||
} else {
|
||||
this.lookDirection = 1;
|
||||
}
|
||||
|
||||
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');
|
||||
}
|
||||
if(this.doll) this.doll.lookAt(x, y);
|
||||
}
|
||||
|
||||
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.isStanding()) {
|
||||
this.setStanding(true);
|
||||
if(this.doll) {
|
||||
this.doll.update();
|
||||
}
|
||||
|
||||
if(this.playerController) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue