define([ "Game/" + GLOBALS.context + "/Physics/Doll", "Game/Config/Settings" ], function (Doll, Settings) { function Player (id, physicsEngine) { this.physicsEngine = physicsEngine; this.id = id; this.standing = false; this.doll; this.mc; this.currentAnimationState = 'stand'; this.lookDirection = 1; this.moveDirection = 0; this.isSpawned = false; this.playerController = null; } Player.prototype.spawn = function (x, y) { this.doll = new Doll(this.physicsEngine, this); this.doll.spawn(x, y); this.isSpawned = true; } Player.prototype.getDoll = function () { return this.doll; } Player.prototype.getBody = function () { return this.doll.getBody(); } Player.prototype.getPosition = function () { return this.getBody().GetPosition(); } Player.prototype.setStanding = function (isStanding) { var resetStates = ['jump', 'jumploop']; if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) { this.animate('stand'); } this.standing = isStanding; } Player.prototype.isStanding = function () { return this.standing; } Player.prototype.move = function (direction) { this.moveDirection = direction; switch(true) { case direction == this.lookDirection && this.isStanding(): this.doll.move(direction, Settings.RUN_SPEED); break; case !this.isStanding(): this.doll.move(direction, Settings.FLY_SPEED); break; default: this.doll.move(direction, Settings.WALK_SPEED); break; } if (this.isStanding()) { this.animate(this.calculateWalkAnimation()); } } Player.prototype.stop = function () { this.moveDirection = 0; this.doll.stop(); if (this.isWalking() || this.standing) { this.animate('stand'); } } Player.prototype.jump = function () { if (this.isStanding()) { this.doll.jump(); this.animate('jump'); this.setStanding(false); } } Player.prototype.jumping = function () { if (!this.isStanding()) { this.doll.jumping(); } } Player.prototype.duck = function () { if (this.standing && !this.isWalking()) { this.animate('duck'); } } Player.prototype.standUp = function () { if (this.standing) { this.animate('standup'); } } Player.prototype.animate = function (type) { if (type == this.currentAnimationState) { return; } this.currentAnimationState = type; } Player.prototype.calculateWalkAnimation = function () { if (this.moveDirection == this.lookDirection) { return 'run'; } return 'walkback'; } Player.prototype.look = function (x, y) { /* var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180); var lastLookDirection = this.lookDirection; 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 (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'); } } 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.playerController) { this.playerController.update(); } } Player.prototype.destroy = function () { this.doll.destroy(); } Player.prototype.setPlayerController = function(playerController) { this.playerController = playerController; } return Player; });