mirror of
https://github.com/logsol/chuck.js.git
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222 lines
No EOL
7.1 KiB
JavaScript
Executable file
222 lines
No EOL
7.1 KiB
JavaScript
Executable file
define([
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"Game/" + GLOBALS.context + "/GameObjects/GameObject",
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"Lib/Vendor/Box2D",
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"Game/Config/Settings",
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"Game/" + GLOBALS.context + "/Collision/Detector"
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],
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function (Parent, Box2D, Settings, CollisionDetector) {
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function Doll (physicsEngine, uid) {
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Parent.call(this, physicsEngine, uid);
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this.standing = false;
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this.moveDirection = 0;
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this.lookDirection = 0;
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this.legs;
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this.actionState = null;
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this.lookAtXY = {x:0, y:0};
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this.createFixtures();
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this.body.SetActive(false);
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}
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Doll.prototype = Object.create(Parent.prototype);
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Doll.prototype.getBodyDef = function() {
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.position.x = 220 / Settings.RATIO;
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bodyDef.position.y = 0 / Settings.RATIO;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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return bodyDef;
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};
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Doll.prototype.createFixtures = function () {
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var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
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fixtureDef.density = Settings.PLAYER_DENSITY;
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fixtureDef.friction = 0;
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fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
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var headShape = new Box2D.Collision.Shapes.b2CircleShape();
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headShape.SetRadius(5 / Settings.RATIO);
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headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -35 / Settings.RATIO));
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fixtureDef.shape = headShape;
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fixtureDef.isSensor = false;
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this.body.CreateFixture(fixtureDef);
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var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
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bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -19 / Settings.RATIO));
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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this.body.CreateFixture(fixtureDef);
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var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
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legsShape.SetRadius(5 / Settings.RATIO);
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legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -3 / Settings.RATIO));
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fixtureDef.shape = legsShape;
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fixtureDef.friction = Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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this.legs = this.body.CreateFixture(fixtureDef);
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var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
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feetShape.SetRadius(4 / Settings.RATIO);
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feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 2 / Settings.RATIO));
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fixtureDef.shape = feetShape;
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fixtureDef.isSensor = true;
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fixtureDef.userData = {
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onCollisionChange: this.onFootSensorDetection.bind(this)
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}
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this.body.CreateFixture(fixtureDef);
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var grabSensorLeftShape = new Box2D.Collision.Shapes.b2PolygonShape();
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grabSensorLeftShape.SetAsOrientedBox(10 / Settings.RATIO, 20 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(-10 / Settings.RATIO, -10 / Settings.RATIO));
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fixtureDef.shape = grabSensorLeftShape;
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fixtureDef.isSensor = true;
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this.body.CreateFixture(fixtureDef);
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var grabSensorRightShape = new Box2D.Collision.Shapes.b2PolygonShape();
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grabSensorRightShape.SetAsOrientedBox(10 / Settings.RATIO, 20 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(10 / Settings.RATIO, -10 / Settings.RATIO));
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fixtureDef.shape = grabSensorRightShape;
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fixtureDef.isSensor = true;
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this.body.CreateFixture(fixtureDef);
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}
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Doll.prototype.setActionState = function(state) {
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this.actionState = state;
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}
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Doll.prototype.getActionState = function() {
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return this.actionState;
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}
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Doll.prototype.isWalking = function() {
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return ["walk", "walkback", "run"].indexOf(this.actionState) >= 0;
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}
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Doll.prototype.spawn = function (x, y) {
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this.body.SetPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
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this.body.SetActive(true);
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this.setActionState("fall");
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}
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Doll.prototype.getPosition = function() {
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return this.body.GetPosition();
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};
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Doll.prototype.setFriction = function (friction) {
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if(!friction) friction = -1;
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if (this.legs.GetFriction() != friction) {
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this.legs.SetFriction(friction);
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}
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}
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Doll.prototype.move = function (direction) {
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this.moveDirection = direction;
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var speed;
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switch(true) {
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case direction == this.lookDirection && this.isStanding():
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speed = Settings.RUN_SPEED;
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break;
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case !this.isStanding():
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speed = Settings.FLY_SPEED;
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break;
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default:
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speed = Settings.WALK_SPEED;
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break;
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}
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this.setFriction(Settings.PLAYER_MOTION_FRICTION);
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this.body.SetAwake(true);
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var vector = new Box2D.Common.Math.b2Vec2(speed * direction, this.body.GetLinearVelocity().y);
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this.body.SetLinearVelocity(vector);
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if(this.isStanding()) {
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if(this.moveDirection == this.lookDirection) {
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this.setActionState("run");
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} else {
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this.setActionState("walkback");
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}
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}
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}
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Doll.prototype.stop = function () {
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this.moveDirection = 0;
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this.setFriction(Settings.PLAYER_FRICTION);
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if(this.isStanding()) this.setActionState("stand");
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}
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Doll.prototype.jump = function () {
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if (this.isStanding()) {
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this.body.SetAwake(true);
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var vector = new Box2D.Common.Math.b2Vec2(0, -Settings.JUMP_SPEED);
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this.body.ApplyImpulse(vector, this.body.GetPosition());
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this.setStanding(false);
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this.setActionState("jump");
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}
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}
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Doll.prototype.setStanding = function (isStanding) {
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if (this.standing == isStanding) return;
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this.standing = isStanding;
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if(isStanding) this.setActionState("stand");
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}
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Doll.prototype.isStanding = function () {
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return this.standing;
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}
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Doll.prototype.lookAt = function(x, y) {
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this.body.SetAwake(true);
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if(x < 0) {
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this.lookDirection = -1;
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} else {
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this.lookDirection = 1;
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}
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this.lookAtXY.x = x;
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this.lookAtXY.y = y;
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};
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Doll.prototype.onFootSensorDetection = function(isColliding) {
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//if(isColliding && !(this.body.GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding())) {
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// this.setStanding(true);
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//}
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var hasJumpStartVelocity = this.body.GetLinearVelocity().y < -Settings.JUMP_SPEED;
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if(isColliding && !hasJumpStartVelocity) {
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this.setStanding(true);
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}
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};
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Doll.prototype.update = function() {
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if (this.body.GetLinearVelocity().x == 0 && this.isWalking()) {
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this.stop();
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}
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if (!this.body.IsAwake() && !this.isStanding()) {
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this.setStanding(true);
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}
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};
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return Doll;
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}); |