chuck.js/app/Game/Core/GameObjects/Doll.js
2014-01-10 17:25:46 +01:00

320 lines
No EOL
10 KiB
JavaScript
Executable file

define([
"Game/" + GLOBALS.context + "/GameObjects/GameObject",
"Lib/Vendor/Box2D",
"Game/Config/Settings",
"Game/" + GLOBALS.context + "/Collision/Detector",
"Game/" + GLOBALS.context + "/GameObjects/Item"
],
function (Parent, Box2D, Settings, CollisionDetector, Item) {
function Doll (physicsEngine, uid) {
Parent.call(this, physicsEngine, uid);
this.standing = false;
this.moveDirection = 0;
this.lookDirection = 0;
this.legs;
this.actionState = null;
this.lookAtXY = { x:0, y:0 };
this.reachableItems = {
left: [],
right: []
};
this.holdingJoint = null;
this.holdingItem = null;
this.createFixtures();
this.body.SetActive(false);
}
Doll.prototype = Object.create(Parent.prototype);
Doll.prototype.getBodyDef = function() {
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.position.x = 220 / Settings.RATIO;
bodyDef.position.y = 0 / Settings.RATIO;
bodyDef.fixedRotation = true;
bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
return bodyDef;
};
Doll.prototype.createFixtures = function () {
var self = this;
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
fixtureDef.density = Settings.PLAYER_DENSITY;
fixtureDef.friction = 0;
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
var headShape = new Box2D.Collision.Shapes.b2CircleShape();
headShape.SetRadius(5 / Settings.RATIO);
headShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -35 / Settings.RATIO));
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
this.body.CreateFixture(fixtureDef);
var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
bodyShape.SetAsOrientedBox(5 / Settings.RATIO, 16 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -19 / Settings.RATIO));
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
this.body.CreateFixture(fixtureDef);
var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
legsShape.SetRadius(5 / Settings.RATIO);
legsShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, -3 / Settings.RATIO));
fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
this.legs = this.body.CreateFixture(fixtureDef);
fixtureDef.density = 0;
var feetShape = new Box2D.Collision.Shapes.b2CircleShape();
feetShape.SetRadius(4 / Settings.RATIO);
feetShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0 / Settings.RATIO, 2 / Settings.RATIO));
fixtureDef.shape = feetShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: this.onFootSensorDetection.bind(this)
}
this.body.CreateFixture(fixtureDef);
var grabSensorLeftShape = new Box2D.Collision.Shapes.b2PolygonShape();
grabSensorLeftShape.SetAsOrientedBox(10 / Settings.RATIO, 20 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(-10 / Settings.RATIO, -10 / 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 = new Box2D.Collision.Shapes.b2PolygonShape();
grabSensorRightShape.SetAsOrientedBox(10 / Settings.RATIO, 20 / Settings.RATIO, new Box2D.Common.Math.b2Vec2(10 / Settings.RATIO, -10 / Settings.RATIO));
fixtureDef.shape = grabSensorRightShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: function(isColliding, fixture) {
self.onFixtureWithinReach(isColliding, "right", fixture);
}
}
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) {
this.body.SetPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
this.body.SetActive(true);
this.setActionState("fall");
}
Doll.prototype.getPosition = function() {
return this.body.GetPosition();
};
Doll.prototype.setFriction = function (friction) {
if(!friction) friction = -1;
if (this.legs.GetFriction() != friction) {
this.legs.SetFriction(friction);
}
}
Doll.prototype.move = function (direction) {
this.moveDirection = direction;
var speed;
switch(true) {
case direction == this.lookDirection && this.isStanding():
speed = Settings.RUN_SPEED;
break;
case !this.isStanding():
speed = Settings.FLY_SPEED;
break;
default:
speed = Settings.WALK_SPEED;
break;
}
this.setFriction(Settings.PLAYER_MOTION_FRICTION);
this.body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(speed * direction, this.body.GetLinearVelocity().y);
this.body.SetLinearVelocity(vector);
if(this.isStanding()) {
if(this.moveDirection == this.lookDirection) {
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");
}
Doll.prototype.jump = function () {
if (this.isStanding()) {
this.body.SetAwake(true);
var vector = new Box2D.Common.Math.b2Vec2(0, -Settings.JUMP_SPEED);
this.body.ApplyImpulse(vector, this.body.GetPosition());
this.setStanding(false);
this.setActionState("jump");
}
}
Doll.prototype.setStanding = function (isStanding) {
if (this.standing == isStanding) return;
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(x, y) {
var item = null;
if (this.lookDirection == -1) {
item = this.reachableItems.left.shift();
} else {
item = this.reachableItems.right.shift();
}
if(item) {
this.holdingItem = item;
this.positionHoldingItem();
}
return item;
};
Doll.prototype.positionHoldingItem = function() {
if(this.holdingItem) {
if(this.holdingJoint) {
this.body.GetWorld().DestroyJoint(this.holdingJoint);
this.holdingJoint = null;
}
var p = this.body.GetPosition();
this.holdingItem.body.SetPosition(new Box2D.Common.Math.b2Vec2(
p.x + ((this.holdingItem.options.width / Settings.RATIO / 2 + 5 / Settings.RATIO) * this.lookDirection),
p.y - (this.holdingItem.options.height / Settings.RATIO / 2)
));
//this.holdingItem.body.SetAngle(Math.PI * 2 / 180 * 20 * -this.lookDirection);
this.holdingItem.body.SetAngle(0);
var jointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
jointDef.Initialize(this.body, this.holdingItem.body, this.holdingItem.body.GetWorldCenter());
this.holdingJoint = this.body.GetWorld().CreateJoint(jointDef);
}
};
Doll.prototype.throw = function(item, x, y) {
this.body.GetWorld().DestroyJoint(this.holdingJoint);
this.holdingJoint = null;
this.holdingItem = null;
var body = item.body;
body.SetAwake(true);
body.ApplyImpulse(
new Box2D.Common.Math.b2Vec2(
x * Settings.MAX_THROW_FORCE,
-y * Settings.MAX_THROW_FORCE * 2 // 2 is to throw higher then far
),
body.GetLocalCenter()
);
body.SetAngularVelocity(5);
};
Doll.prototype.onFootSensorDetection = function(isColliding, fixture) {
var hasJumpStartVelocity = this.body.GetLinearVelocity().y < -Settings.JUMP_SPEED;
if(isColliding && !hasJumpStartVelocity) {
this.setStanding(true);
}
}
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.update = function() {
if (this.body.GetLinearVelocity().x == 0 && this.isWalking()) {
this.stop();
}
if (!this.body.IsAwake() && !this.isStanding()) {
this.setStanding(true);
}
};
return Doll;
});