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https://github.com/logsol/chuck.js.git
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183 lines
4.6 KiB
JavaScript
183 lines
4.6 KiB
JavaScript
define(["Chuck/Physics/Doll", "Chuck/Settings"], function(Doll, Settings){
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function Player (physicsEngine, repository) {
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this._physicsEngine = physicsEngine;
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this._repository = repository;
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this._standing = false;
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this._doll;
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this._mc;
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this._currentAnimationState = 'stand';
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this._lookDirection = 1;
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this._moveDirection = 0;
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this.init();
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}
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Player.prototype.init = function() {
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this._doll = new Doll(this._physicsEngine);
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//this._mc = EmbedHandler.load(EmbedHandler.CHUCK);
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//this._mc.stop();
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//var mclp = new MovieClipLabelParser();
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//mclp.parse(this._mc);
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}
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Player.prototype.spawn = function(x, y) {
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//this._repository.createModel(this._mc, this._doll.getBody());
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this._doll.spawn(x, y);
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}
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Player.prototype.getDoll = function() {
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return this._doll;
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}
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Player.prototype.getBody = function() {
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return this._doll.getBody();
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}
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Player.prototype.setStanding = function(isStanding) {
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var resetStates = ['jump', 'jumploop'];
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if (resetStates.indexOf(this._currentAnimationState)>=0 && !this._standing && isStanding) {
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this._animate('stand');
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}
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this._standing = isStanding;
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}
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Player.prototype.isStanding = function() {
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return this._standing;
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}
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Player.prototype.move = function(direction) {
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this._moveDirection = direction;
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switch(true) {
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case direction == this._lookDirection && this.isStanding():
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this._doll.move(direction, Settings.RUN_SPEED);
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break;
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case !this.isStanding():
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this._doll.move(direction, Settings.FLY_SPEED);
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break;
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default:
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this._doll.move(direction, Settings.WALK_SPEED);
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break;
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}
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if (this.isStanding()) {
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this._animate(this._calculateWalkAnimation());
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}
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}
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Player.prototype.stop = function() {
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this._moveDirection = 0;
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this._doll.stop();
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if (this._isWalking() || this._standing) {
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this._animate('stand');
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}
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}
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Player.prototype.jump = function() {
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if (this.isStanding()) {
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this._doll.jump();
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this._animate('jump');
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this.setStanding(false);
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}
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}
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Player.prototype.jumping = function() {
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if (!this.isStanding()) {
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this._doll.jumping();
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}
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}
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Player.prototype.duck = function() {
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if (this._standing && !this._isWalking()) {
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this._animate('duck');
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}
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}
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Player.prototype.standUp = function() {
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if (this._standing) {
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this._animate('standup');
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}
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}
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Player.prototype._animate = function(type) {
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if (type == this._currentAnimationState) {
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return;
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}
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//this._mc.gotoAndPlay(type);
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this._currentAnimationState = type;
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}
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Player.prototype._calculateWalkAnimation = function() {
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if (this._moveDirection == this._lookDirection) {
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return 'run';
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}
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return 'walkback';
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}
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Player.prototype.look = function(x, y) {
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/*
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var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
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var lastLookDirection = this._lookDirection;
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if (x < Settings.STAGE_WIDTH / 2) {
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this._mc.scaleX = -1;
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this._lookDirection = -1;
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degree = (-45 + degree / 2);
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this._mc.head.rotation = degree;
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} else if (x >= Settings.STAGE_WIDTH / 2) {
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this._mc.scaleX = 1;
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this._lookDirection = 1;
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degree = (45 + -degree / 2) - 90;
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this._mc.head.rotation = degree;
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}
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if (this._lookDirection != lastLookDirection && this._isWalking()) {
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this._animate(this._calculateWalkAnimation());
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}*/
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}
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Player.prototype._isWalking = function() {
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var states = ['walk', 'walkback', 'run'];
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if (states.indexOf(this._currentAnimationState) >= 0) {
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return true;
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}
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return false;
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}
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// called by CollisionDetection
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Player.prototype.onFootSensorDetection = function(isColliding) {
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if(isColliding) {
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if(this._doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
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return;
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}
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this.setStanding(true);
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} else {
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// TODO This needs some more thought to it.
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// maybe take a look at collision groups for collision detection,
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// to group all tiles together
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//this.setStanding(false);
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//this._animate('jumploop');
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}
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}
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Player.prototype.update = function() {
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//this._mc.head.y = this._mc.head_posmask.y;
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if (this._doll.getBody().GetLinearVelocity().x == 0 && this._isWalking()) {
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this.stop();
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}
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if (!this._doll.getBody().IsAwake()) {
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this.setStanding(true);
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}
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}
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return Player;
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});
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