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implemented gameobject for tiles and doll
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commit
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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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