implemented gameobject for tiles and doll

This commit is contained in:
jeena 2013-12-23 02:39:05 +01:00
parent fe0d4a66e2
commit d51c705c1c
15 changed files with 221 additions and 326 deletions

View file

@ -1,32 +1,42 @@
define([
"Game/" + GLOBALS.context + "/GameObjects/GameObject",
"Lib/Vendor/Box2D",
"Game/Config/Settings",
"Game/" + GLOBALS.context + "/Collision/Detector"
],
function (Box2D, Settings, CollisionDetector) {
function (Parent, Box2D, Settings, CollisionDetector) {
function Doll (physicsEngine, player) {
this.player = player;
this.physicsEngine = physicsEngine;
this.body;
function Doll (physicsEngine, playerId) {
Parent.call(this, physicsEngine);
this.playerId = playerId;
this.standing = false;
this.moveDirection = 0;
this.lookDirection = 0;
this.legs;
this.contactPoint;
this.init(this.physicsEngine.getWorld());
this.createFixtures();
this.body.SetActive(false);
}
Doll.prototype.init = function (world) {
Doll.prototype = Object.create(Parent.prototype);
Doll.prototype.getBodyDef = function() {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.position.x = 220 / Settings.RATIO;
bodyDef.position.y = 0 / Settings.RATIO;
bodyDef.fixedRotation = true;
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.userData = CollisionDetector.IDENTIFIER.PLAYER + '-' + this.player.id;
bodyDef.userData = CollisionDetector.IDENTIFIER.PLAYER + '-' + this.playerId;
this.body = world.CreateBody(bodyDef);
return bodyDef;
};
Doll.prototype.createFixtures = function () {
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = Settings.PLAYER_DENSITY;
@ -38,14 +48,12 @@ function (Box2D, Settings, CollisionDetector) {
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO));
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
fixtureDef.userData = CollisionDetector.IDENTIFIER.PLAYER_HEAD;
this.body.CreateFixture(fixtureDef);
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -21 / Settings.RATIO));
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
fixtureDef.userData = CollisionDetector.IDENTIFIER.PLAYER_CHEST;
this.body.CreateFixture(fixtureDef);
var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
@ -54,7 +62,6 @@ function (Box2D, Settings, CollisionDetector) {
fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
fixtureDef.userData = CollisionDetector.IDENTIFIER.PLAYER_LEGS;
this.legs = this.body.CreateFixture(fixtureDef);
@ -65,13 +72,10 @@ function (Box2D, Settings, CollisionDetector) {
fixtureDef.isSensor = true;
fixtureDef.userData = {
identifier: CollisionDetector.IDENTIFIER.PLAYER_FOOT_SENSOR,
player: this.player
onCollisionChange: this.onFootSensorDetection.bind(this)
}
this.body.CreateFixture(fixtureDef);
this.body.SetActive(false);
}
Doll.prototype.spawn = function (x, y) {
@ -79,9 +83,9 @@ function (Box2D, Settings, CollisionDetector) {
this.body.SetActive(true);
}
Doll.prototype.getBody = function () {
return this.body;
}
Doll.prototype.getPosition = function() {
return this.body.GetPosition();
};
Doll.prototype.setFriction = function (friction) {
if(!friction) friction = -1;
@ -91,7 +95,25 @@ function (Box2D, Settings, CollisionDetector) {
}
}
Doll.prototype.move = function (direction, speed) {
Doll.prototype.move = function (direction) {
this.moveDirection = direction;
var speed;
switch(true) {
case direction == this.lookDirection && this.isStanding():
speed = Settings.RUN_SPEED;
break;
case !this.isStanding():
speed = Settings.FLY_SPEED;
break;
default:
speed = Settings.WALK_SPEED;
break;
}
this.setFriction(Settings.PLAYER_MOTION_FRICTION);
this.body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(speed * direction, this.body.GetLinearVelocity().y);
@ -99,29 +121,73 @@ function (Box2D, Settings, CollisionDetector) {
}
Doll.prototype.stop = function () {
this.moveDirection = 0;
this.setFriction(Settings.PLAYER_FRICTION);
}
Doll.prototype.jump = function () {
this.body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(0, -Settings.JUMP_SPEED);
this.body.ApplyImpulse(vector, this.body.GetPosition());
// maybe change to a constant force instead of applying of force?
// to prevent higher jumping running uphill, etc.
if (this.isStanding()) {
this.body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(0, -Settings.JUMP_SPEED);
this.body.ApplyImpulse(vector, this.body.GetPosition());
this.setStanding(false);
}
}
/*
Doll.prototype.jumping = function () {
var vector = new Box2D.Common.Math.b2Vec2(0, -0.05);
this.body.ApplyImpulse(vector, this.body.GetPosition());
}
*/
Doll.prototype.destroy = function () {
this.body.GetWorld().DestroyBody(this.body);
}
Doll.prototype.setStanding = function (isStanding) {
this.standing = isStanding;
}
Doll.prototype.isStanding = function () {
return this.standing;
}
Doll.prototype.lookAt = function(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;
}
};
Doll.prototype.onFootSensorDetection = function(isColliding) {
if(isColliding && !(this.body.GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding())) {
this.setStanding(true);
}
};
Doll.prototype.update = function() {
if (this.body.GetLinearVelocity().x == 0) {
this.stop();
}
if (!this.body.IsAwake() && !this.isStanding()) {
this.setStanding(true);
}
};
return Doll;
});