chuck.js/app/Game/Client/Physics/Doll.js
2013-12-24 04:46:54 +01:00

103 lines
No EOL
2.9 KiB
JavaScript

define([
"Game/Core/Physics/Doll",
"Game/Config/Settings",
"Game/Core/NotificationCenter"
],
function (Parent, Settings, NotificationCenter) {
function Doll(physicsEngine, playerId) {
this.animationDef = {
"stand": [1,1],
"walk": [2,28],
"walkback": [29,55],
//"jump": [56,80],
"jump": [81,91],
"fall": [81,91],
"duck": [92,97],
"standup": [98,103],
"run": [104,126]
}
this.animatedMeshes = {};
Parent.call(this, physicsEngine, playerId);
}
Doll.prototype = Object.create(Parent.prototype);
Doll.prototype.setActionState = function(state) {
if(this.actionState == state) return;
if(this.animatedMeshes[this.actionState]) {
NotificationCenter.trigger("view/updateMesh", this.animatedMeshes[this.actionState], { visible: false });
}
Parent.prototype.setActionState.call(this, state);
NotificationCenter.trigger("view/updateMesh", this.animatedMeshes[this.actionState], { visible: true });
}
Doll.prototype.createMesh = function() {
var padF = function(n) {
if(n<10) return "00" + n;
if(n<100) return "0" + n;
return n;
}
var self = this;
for (var key in this.animationDef) {
var start = this.animationDef[key][0];
var end = this.animationDef[key][1];
var texturePaths = [];
for (var i = start; i <= end; i++) {
texturePaths.push(Settings.GRAPHICS_PATH + "Animation/WithArms/ChuckAnimations0" + padF(i) + ".png");
}
var callback = function(mesh) {
self.animatedMeshes[key] = mesh;
NotificationCenter.trigger("view/addMesh", mesh);
};
NotificationCenter.trigger("view/createAnimatedMesh", texturePaths, callback, { visible: false, pivot: "mb" });
}
}
Doll.prototype.render = function() {
if(this.actionState) {
NotificationCenter.trigger("view/updateMesh",
this.animatedMeshes[this.actionState],
{
x: this.body.GetPosition().x * Settings.RATIO,
y: this.body.GetPosition().y * Settings.RATIO
}
);
}
}
Doll.prototype.lookAt = function(x, y) {
var oldLookDirection = this.lookDirection;
Parent.prototype.lookAt.call(this, x, y);
if(oldLookDirection != this.lookDirection) {
for(var key in this.animatedMeshes) {
NotificationCenter.trigger("view/updateMesh",
this.animatedMeshes[key],
{
xScale: this.lookDirection
}
);
}
}
};
// TODO: implement destroy
return Doll;
});