define([ "Game/" + GLOBALS.context + "/GameObjects/GameObject", "Lib/Utilities/Exception", "Lib/Vendor/Planck", "Game/Config/Settings", "Game/" + GLOBALS.context + "/Collision/Detector", "Game/" + GLOBALS.context + "/GameObjects/Item", "Lib/Utilities/NotificationCenter", "Lib/Utilities/Assert" ], function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Assert) { "use strict"; function Doll (physicsEngine, uid, player) { this.characterName = "Chuck"; this.player = player; this.height = 37; this.width = 9; this.headHeight = 12; this.reachDistance = 20; this.areaSize = 35; Parent.call(this, physicsEngine, uid); this.standing = false; this.moveDirection = 0; this.lookDirection = 0; this.legs = null; this.footSensor = null; this.actionState = null; this.lookAtXY = { x:0, y:0 }; this.reachableItems = { left: [], right: [] }; this.nearbyDolls = []; this.holdingJoint = null; this.holdingItem = null; this.ragDoll = {head: null, body: null}; // FIXME: wtf is this? can we remove it? this.createFixtures(); this.body.setActive(false); nc.trigger(nc.ns.core.game.worldUpdateObjects.add, this); } Doll.prototype = Object.create(Parent.prototype); Doll.prototype.getBodyDef = function() { var bodyDef = { position: planck.Vec2(0, 0), fixedRotation: true, linearDamping: Settings.PLAYER_LINEAR_DAMPING, type: 'dynamic' }; return bodyDef; }; Doll.prototype.createFixtures = function () { Assert.number(this.width, this.height); Assert.number(this.reachDistance); Assert.number(this.areaSize); var self = this; var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false }; fixtureDef.density = Settings.PLAYER_DENSITY; fixtureDef.friction = 0; fixtureDef.restitution = Settings.PLAYER_RESTITUTION; var radius = this.width / 2 / Settings.RATIO; var headShape = planck.Circle( radius, planck.Vec2(0, -(this.height - (this.width / 2)) / Settings.RATIO) ); fixtureDef.shape = headShape; fixtureDef.isSensor = false; fixtureDef.userData = { onCollisionChange: this.onImpact.bind(this) }; this.body.createFixture(fixtureDef); var bodyShape = planck.Box( this.width / 2 / Settings.RATIO, (this.height - this.width) / 2 / Settings.RATIO, planck.Vec2(0, -this.height / 2 / Settings.RATIO), 0 ); fixtureDef.shape = bodyShape; fixtureDef.isSensor = false; this.body.createFixture(fixtureDef); var legsShape = planck.Circle( this.width / 2 / Settings.RATIO, planck.Vec2(0, -this.width / 2 / Settings.RATIO) ); fixtureDef.shape = legsShape; fixtureDef.friction = Settings.PLAYER_FRICTION; fixtureDef.isSensor = false; this.legs = this.body.createFixture(fixtureDef); // Create a fresh fixture definition for the foot sensor var footSensorDef = { shape: null, density: 0, friction: 0, restitution: 0, isSensor: true, userData: { onCollisionChange: this.onFootSensorDetection.bind(this), isFootSensor: true } }; var feetShape = planck.Circle( (this.width - 1) / 2 / Settings.RATIO, // the -1 one prevents collisions with walls planck.Vec2(0, -20 / Settings.RATIO) // 20 pixels down from center (dramatic test) ); footSensorDef.shape = feetShape; this.footSensor = this.body.createFixture(footSensorDef); var grabSensorLeftShape = planck.Box( this.reachDistance / 2 / Settings.RATIO, ((this.height / 2) + this.reachDistance / 4) / Settings.RATIO, planck.Vec2( -this.reachDistance / 2 / Settings.RATIO, -this.height / 2 / Settings.RATIO ) ); fixtureDef.shape = grabSensorLeftShape; fixtureDef.isSensor = true; fixtureDef.userData = { onCollisionChange: function(isColliding, fixture) { self.onFixtureWithinReach(isColliding, "left", fixture); } }; this.body.createFixture(fixtureDef); var grabSensorRightShape = planck.Box( this.reachDistance / 2 / Settings.RATIO, ((this.height / 2) + this.reachDistance / 4) / Settings.RATIO, planck.Vec2( this.reachDistance / 2 / Settings.RATIO, -this.height / 2 / Settings.RATIO ) ); fixtureDef.shape = grabSensorRightShape; fixtureDef.isSensor = true; fixtureDef.userData = { onCollisionChange: function(isColliding, fixture) { self.onFixtureWithinReach(isColliding, "right", fixture); } }; this.body.createFixture(fixtureDef); // Area Sensor var areaSensorShape = planck.Box( (this.width + this.areaSize) / 2 / Settings.RATIO, (this.height + this.areaSize) / 2 / Settings.RATIO, planck.Vec2( 0, -this.height / 2 / Settings.RATIO ) ); fixtureDef.shape = areaSensorShape; fixtureDef.isSensor = true; fixtureDef.userData = { onCollisionChange: function(isColliding, fixture) { var userData = fixture.getBody().getUserData(); if(userData instanceof Doll) { var doll = userData; var i = self.nearbyDolls.indexOf(doll); if(isColliding) { if(i === -1) { self.nearbyDolls.push(doll); } } else { if(i !== -1) { self.nearbyDolls.splice(i, 1); } } } } }; this.body.createFixture(fixtureDef); }; Doll.prototype.setActionState = function(state) { this.actionState = state; }; Doll.prototype.getActionState = function() { return this.actionState; }; Doll.prototype.isWalking = function() { return ["walk", "walkback", "run"].indexOf(this.actionState) >= 0; }; Doll.prototype.spawn = function (x, y) { Assert.number(x, y); this.body.setPosition(planck.Vec2(x / Settings.RATIO, y / Settings.RATIO)); this.body.setActive(true); this.setActionState("fall"); }; Doll.prototype.getHeadPosition = function() { var pos = this.body.getPosition(); return { x: pos.x, y: pos.y - (this.height - this.headHeight / 2) / Settings.RATIO }; }; Doll.prototype.setFriction = function (friction) { if(!friction) friction = -1; Assert.number(friction); if (this.legs.getFriction() != friction) { this.legs.setFriction(friction); } }; Doll.prototype.move = function (direction, modifierActivated) { this.moveDirection = direction; var speed; var isHoldingHeavyItem = this.holdingItem && this.holdingItem.options.weight > Settings.MAX_RUNNING_WEIGHT; switch(true) { case direction == this.lookDirection && this.isStanding() && !isHoldingHeavyItem && !modifierActivated: speed = Settings.RUN_SPEED; break; case !this.isStanding(): speed = Settings.FLY_SPEED; if(isHoldingHeavyItem) { if(Settings.FLY_SPEED > Settings.WALK_SPEED) { speed = Settings.WALK_SPEED; } } break; default: speed = Settings.WALK_SPEED; break; } this.setFriction(Settings.PLAYER_MOTION_FRICTION); this.body.setAwake(true); Assert.number(speed, direction); var vector = planck.Vec2(speed * direction, this.body.getLinearVelocity().y); this.body.setLinearVelocity(vector); if(this.isStanding()) { if(this.moveDirection == this.lookDirection) { if(isHoldingHeavyItem || modifierActivated) { this.setActionState("walk"); } else { this.setActionState("run"); } } else { this.setActionState("walkback"); } } }; Doll.prototype.stop = function () { this.moveDirection = 0; this.setFriction(Settings.PLAYER_FRICTION); if(this.isStanding()) { this.setActionState("stand"); } else { var vector = this.body.getLinearVelocity().clone(); vector.x *= Settings.JUMP_STOP_DAMPING_FACTOR; this.body.setLinearVelocity(vector); } }; Doll.prototype.jump = function () { if (this.isStanding()) { this.body.setAwake(true); var vector = planck.Vec2(0, -Settings.JUMP_SPEED); this.body.setLinearVelocity(vector); this.setStanding(false); this.setActionState("jump"); } }; Doll.prototype.jumpStop = function () { if (!this.isStanding() ) { this.body.setAwake(true); var vector = this.body.getLinearVelocity().clone(); if(vector.y < 0) { vector.y *= Settings.JUMP_STOP_DAMPING_FACTOR; this.body.setLinearVelocity(vector); } } }; Doll.prototype.setStanding = function (isStanding) { if (this.standing == isStanding) { console.log('setStanding called but no change needed, already:', isStanding); return; } console.log('*** STANDING STATE CHANGE: ', this.standing, '->', isStanding, '***'); this.standing = isStanding; if(isStanding) this.setActionState("stand"); }; Doll.prototype.isStanding = function () { return this.standing; }; Doll.prototype.lookAt = function(x, y) { var oldLookDirection = this.lookDirection; this.body.setAwake(true); if(x < 0) { this.lookDirection = -1; } else { this.lookDirection = 1; } this.lookAtXY.x = x; this.lookAtXY.y = y; if(oldLookDirection != this.lookDirection) { this.positionHoldingItem(); } }; Doll.prototype.grab = function(item) { this.holdingItem = item; this.positionHoldingItem(); }; Doll.prototype.positionHoldingItem = function() { if(this.holdingItem) { if(this.holdingJoint) { this.body.getWorld().destroyJoint(this.holdingJoint); this.holdingJoint = null; } var bodyPosition = this.body.getPosition(); Assert.number(this.width, this.height); Assert.number(this.lookDirection); var handPosition = planck.Vec2( bodyPosition.x + ((this.width / 2 / Settings.RATIO) * this.lookDirection), bodyPosition.y - this.height / 4 * 2 / Settings.RATIO // 2/3 of the body height ); this.holdingItem.reposition(handPosition, this.lookDirection); var jointDef = new Box2D.Dynamics.Joints.b2WeldJointDef(); jointDef.initialize(this.body, this.holdingItem.body, this.holdingItem.getGrabPoint()); this.holdingJoint = this.body.getWorld().createJoint(jointDef); } }; Doll.prototype.throw = function(item, options) { if(this.holdingJoint) { this.body.getWorld().destroyJoint(this.holdingJoint); } else { // log stack if we called throw without a holdingJoint var w = new Error("Throwing without a holdingJoint"); console.error(w.message + "\n" + w.stack); } this.holdingJoint = null; this.holdingItem = null; var dollVelocity = { x: this.body.getLinearVelocity().x, y: this.body.getLinearVelocity().y }; item.throw(options, dollVelocity); }; Doll.prototype.isAnotherPlayerNearby = function() { return this.nearbyDolls.length > 0; }; Doll.prototype.onFootSensorDetection = function(isColliding, fixture) { var self = this; var hasJumpStartVelocity = this.body.getLinearVelocity().y < -Settings.JUMP_SPEED; var currentVelocity = this.body.getLinearVelocity(); if(isColliding) { if(!hasJumpStartVelocity) { this.setStanding(true); } } else { var contactCount = 0; var edge = self.body.getContactList(); while (edge) { var contact = edge.contact; if(!contact.isTouching()) { edge = edge.next; continue; } if(contact.getFixtureA() === self.footSensor) { contactCount++; } if(contact.getFixtureB() === self.footSensor) { contactCount++; } edge = edge.next; } if (contactCount === 0) { self.setStanding(false); } } }; Doll.prototype.onImpact = function(isColliding, fixture) { // jshint unused:false // overwrite if necessary }; Doll.prototype.onFixtureWithinReach = function(isColliding, side, fixture) { var item = fixture.getBody().getUserData(); if (!(item instanceof Item)) return; if(isColliding) { this.reachableItems[side].push(item); } else { var i = this.reachableItems[side].indexOf(item); if (i >= 0) { this.reachableItems[side].splice(i, 1); } } }; Doll.prototype.getVelocities = function() { return { linearVelocity: this.body.getLinearVelocity(), angularVelocity: this.body.getAngularVelocity() }; }; Doll.prototype.update = function() { if (this.body.getLinearVelocity().x === 0 && this.isWalking()) { this.stop(); } if (!this.body.isAwake() && !this.isStanding()) { this.setStanding(true); } }; Doll.prototype.setUpdateData = function(update) { Parent.prototype.setUpdateData.call(this, update); this.setActionState(update.as); this.lookAt(update.laxy.x, update.laxy.y); }; Doll.prototype.destroy = function() { nc.trigger(nc.ns.core.game.worldUpdateObjects.remove, this); Parent.prototype.destroy.call(this); }; return Doll; });