define([ "Game/" + GLOBALS.context + "/GameObjects/GameObject", "Lib/Vendor/Box2D", "Game/Config/Settings", "Game/" + GLOBALS.context + "/Collision/Detector" ], function (Parent, Box2D, Settings, CollisionDetector) { function Doll (physicsEngine, playerId) { Parent.call(this, physicsEngine); this.playerId = playerId; this.standing = false; this.moveDirection = 0; this.lookDirection = 0; this.legs; this.createFixtures(); this.body.SetActive(false); } 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.playerId; return bodyDef; }; Doll.prototype.createFixtures = function () { var fixtureDef = new Box2D.Dynamics.b2FixtureDef(); fixtureDef.density = Settings.PLAYER_DENSITY; fixtureDef.friction = 0; fixtureDef.restitution = Settings.PLAYER_RESTITUTION; var headShape = new Box2D.Collision.Shapes.b2CircleShape(); headShape.SetRadius(5 / Settings.RATIO); headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -37 / Settings.RATIO)); fixtureDef.shape = headShape; fixtureDef.isSensor = false; 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; this.body.CreateFixture(fixtureDef); var legsShape = new Box2D.Collision.Shapes.b2CircleShape(); legsShape.SetRadius(5 / Settings.RATIO); legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -5 / Settings.RATIO)); fixtureDef.shape = legsShape; fixtureDef.friction = Settings.PLAYER_FRICTION; fixtureDef.isSensor = false; this.legs = this.body.CreateFixture(fixtureDef); var feetShape = new Box2D.Collision.Shapes.b2CircleShape(); feetShape.SetRadius(4 / Settings.RATIO); feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 0 / Settings.RATIO)); fixtureDef.shape = feetShape; fixtureDef.isSensor = true; fixtureDef.userData = { onCollisionChange: this.onFootSensorDetection.bind(this) } this.body.CreateFixture(fixtureDef); } Doll.prototype.spawn = function (x, y) { this.body.SetPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO)); this.body.SetActive(true); } Doll.prototype.getPosition = function() { return this.body.GetPosition(); }; Doll.prototype.setFriction = function (friction) { if(!friction) friction = -1; if (this.legs.GetFriction() != friction) { this.legs.SetFriction(friction); } } 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); this.body.SetLinearVelocity(vector); } Doll.prototype.stop = function () { this.moveDirection = 0; this.setFriction(Settings.PLAYER_FRICTION); } Doll.prototype.jump = function () { 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.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; });