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https://github.com/logsol/chuck.js.git
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implemented gameobject for tiles and doll
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fe0d4a66e2
commit
d51c705c1c
15 changed files with 221 additions and 326 deletions
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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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