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179 lines
4 KiB
JavaScript
Executable file
179 lines
4 KiB
JavaScript
Executable file
var Player = function() {
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this._standing;
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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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}
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function Player() {
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this._doll = new Doll();
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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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function spawn(x, y) {
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Repository.getInstance().createModel(this._mc, this._doll.getBody());
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this._doll.spawn(x, y);
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}
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function getDoll() {
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return this._doll;
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}
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function getBody() {
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return this._doll.getBody();
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}
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function setStanding(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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{
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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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function isStanding() {
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return this._standing;
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}
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function move(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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function stop() {
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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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function jump() {
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if (this.isStanding())
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{
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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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function jumping() {
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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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function duck() {
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if (this._standing && !this._isWalking())
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{
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this._animate('duck');
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}
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}
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function standUp() {
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if (this._standing)
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{
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this._animate('standup');
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}
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}
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function _animate(type) {
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if (type == this._currentAnimationState)
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{
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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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function _calculateWalkAnimation() {
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if (this._moveDirection == this._lookDirection)
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{
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return 'run';
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}
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return 'walkback';
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}
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function look(x, y) {
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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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function _isWalking() {
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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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function onFootSensorDetection(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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function update() {
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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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