mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 18:47:35 +00:00
193 lines
5.2 KiB
JavaScript
Executable file
193 lines
5.2 KiB
JavaScript
Executable file
define([
|
|
"Game/Core/Physics/Doll",
|
|
"Game/Config/Settings"
|
|
],
|
|
|
|
function (Doll, Settings) {
|
|
|
|
function Player (id, physicsEngine, repository) {
|
|
this.physicsEngine = physicsEngine;
|
|
this.id = id;
|
|
this.repository = repository;
|
|
this.standing = false;
|
|
this.doll;
|
|
this.mc;
|
|
this.currentAnimationState = 'stand';
|
|
this.lookDirection = 1;
|
|
this.moveDirection = 0;
|
|
|
|
this.init(id);
|
|
}
|
|
|
|
Player.prototype.init = function (id) {
|
|
this.doll = new Doll(this.physicsEngine, id);
|
|
//this.mc = EmbedHandler.load(EmbedHandler.CHUCK);
|
|
//this.mc.stop();
|
|
//var mclp = new MovieClipLabelParser();
|
|
//mclp.parse(this.mc);
|
|
}
|
|
|
|
Player.prototype.spawn = function (x, y) {
|
|
//this.repository.createModel(this.mc, this.doll.getBody());
|
|
this.doll.spawn(x, y);
|
|
}
|
|
|
|
Player.prototype.getDoll = function () {
|
|
return this.doll;
|
|
}
|
|
|
|
Player.prototype.getBody = function () {
|
|
return this.doll.getBody();
|
|
}
|
|
|
|
Player.prototype.setStanding = function (isStanding) {
|
|
var resetStates = ['jump', 'jumploop'];
|
|
if (resetStates.indexOf(this.currentAnimationState)>=0 && !this.standing && isStanding) {
|
|
this.animate('stand');
|
|
}
|
|
this.standing = isStanding;
|
|
}
|
|
|
|
Player.prototype.isStanding = function () {
|
|
return this.standing;
|
|
}
|
|
|
|
Player.prototype.move = function (direction) {
|
|
this.moveDirection = direction;
|
|
|
|
switch(true) {
|
|
case direction == this.lookDirection && this.isStanding():
|
|
this.doll.move(direction, Settings.RUN_SPEED);
|
|
break;
|
|
|
|
case !this.isStanding():
|
|
this.doll.move(direction, Settings.FLY_SPEED);
|
|
break;
|
|
|
|
default:
|
|
this.doll.move(direction, Settings.WALK_SPEED);
|
|
break;
|
|
}
|
|
|
|
if (this.isStanding()) {
|
|
this.animate(this.calculateWalkAnimation());
|
|
}
|
|
}
|
|
|
|
Player.prototype.stop = function () {
|
|
this.moveDirection = 0;
|
|
this.doll.stop();
|
|
if (this.isWalking() || this.standing) {
|
|
this.animate('stand');
|
|
}
|
|
}
|
|
|
|
Player.prototype.jump = function () {
|
|
if (this.isStanding()) {
|
|
this.doll.jump();
|
|
this.animate('jump');
|
|
this.setStanding(false);
|
|
}
|
|
}
|
|
|
|
Player.prototype.jumping = function () {
|
|
if (!this.isStanding()) {
|
|
this.doll.jumping();
|
|
}
|
|
}
|
|
|
|
Player.prototype.duck = function () {
|
|
if (this.standing && !this.isWalking()) {
|
|
this.animate('duck');
|
|
}
|
|
}
|
|
|
|
Player.prototype.standUp = function () {
|
|
if (this.standing) {
|
|
this.animate('standup');
|
|
}
|
|
}
|
|
|
|
Player.prototype.animate = function (type) {
|
|
if (type == this.currentAnimationState) {
|
|
return;
|
|
}
|
|
|
|
//this.mc.gotoAndPlay(type);
|
|
|
|
this.currentAnimationState = type;
|
|
}
|
|
|
|
Player.prototype.calculateWalkAnimation = function () {
|
|
if (this.moveDirection == this.lookDirection) {
|
|
return 'run';
|
|
}
|
|
return 'walkback';
|
|
}
|
|
|
|
Player.prototype.look = function (x, y) {
|
|
/*
|
|
var degree = Math.atan2(Settings.STAGE_WIDTH / 2 - x, Settings.STAGE_HEIGHT / 2 - 25 - y) / (Math.PI / 180);
|
|
var lastLookDirection = this.lookDirection;
|
|
|
|
if (x < Settings.STAGE_WIDTH / 2) {
|
|
this.mc.scaleX = -1;
|
|
this.lookDirection = -1;
|
|
degree = (-45 + degree / 2);
|
|
this.mc.head.rotation = degree;
|
|
} else if (x >= Settings.STAGE_WIDTH / 2) {
|
|
this.mc.scaleX = 1;
|
|
this.lookDirection = 1;
|
|
degree = (45 + -degree / 2) - 90;
|
|
this.mc.head.rotation = degree;
|
|
}
|
|
|
|
if (this.lookDirection != lastLookDirection && this.isWalking()) {
|
|
this.animate(this.calculateWalkAnimation());
|
|
}*/
|
|
}
|
|
|
|
Player.prototype.isWalking = function () {
|
|
var states = ['walk', 'walkback', 'run'];
|
|
|
|
if (states.indexOf(this.currentAnimationState) >= 0) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// called by CollisionDetection
|
|
Player.prototype.onFootSensorDetection = function (isColliding) {
|
|
if(isColliding) {
|
|
if(this.doll.getBody().GetLinearVelocity().y < -Settings.JUMP_SPEED && !this.isStanding()) {
|
|
return;
|
|
}
|
|
this.setStanding(true);
|
|
} else {
|
|
// TODO This needs some more thought to it.
|
|
// maybe take a look at collision groups for collision detection,
|
|
// to group all tiles together
|
|
|
|
//this.setStanding(false);
|
|
//this.animate('jumploop');
|
|
}
|
|
}
|
|
|
|
Player.prototype.update = function () {
|
|
//this.mc.head.y = this.mc.head_posmask.y;
|
|
|
|
if (this.doll.getBody().GetLinearVelocity().x == 0 && this.isWalking()) {
|
|
this.stop();
|
|
}
|
|
|
|
if (!this.doll.getBody().IsAwake()) {
|
|
this.setStanding(true);
|
|
}
|
|
}
|
|
|
|
Player.prototype.destroy = function () {
|
|
this.doll.destroy();
|
|
}
|
|
|
|
return Player;
|
|
});
|