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The state of the shift modifier is now distributed across the network. Walking speeds and animation states are being updated according to it. Fixes #130
68 lines
No EOL
1.8 KiB
JavaScript
Executable file
68 lines
No EOL
1.8 KiB
JavaScript
Executable file
define([
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],
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function () {
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function PlayerController (player) {
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this.player = player;
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this._walkingDirectionStatus = 0;
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}
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PlayerController.prototype.moveLeft = function () {
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if(!this.isPlayerInputAllowed()) return;
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this.player.move(-1);
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this._walkingDirectionStatus = -1;
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}
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PlayerController.prototype.moveRight = function () {
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if(!this.isPlayerInputAllowed()) return;
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this.player.move(1);
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this._walkingDirectionStatus = 1;
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}
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PlayerController.prototype.stop = function () {
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this.player.stop();
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this._walkingDirectionStatus = 0;
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}
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PlayerController.prototype.jump = function () {
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if(!this.isPlayerInputAllowed()) return;
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this.player.jump();
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}
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PlayerController.prototype.jumpStop = function () {
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this.player.jumpStop();
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}
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PlayerController.prototype.lookAt = function (options) {
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if(!this.isPlayerInputAllowed()) return;
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if(options) this.player.lookAt(options.x, options.y);
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}
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PlayerController.prototype.activateModifier = function() {
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if (!this.isPlayerInputAllowed()) return;
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this.player.activateModifier();
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};
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PlayerController.prototype.deactivateModifier = function() {
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if (!this.isPlayerInputAllowed()) return;
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this.player.deactivateModifier();
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};
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PlayerController.prototype.update = function () {
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if(this._walkingDirectionStatus != 0) {
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this.player.move(this._walkingDirectionStatus);
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}
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}
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// Default behaviour - may be needed later?
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PlayerController.prototype.isPlayerInputAllowed = function() {
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return true;
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};
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PlayerController.prototype.destroy = function() {
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// extend if necessary
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};
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return PlayerController;
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}); |