chuck.js/app/Game/Core/GameObjects/Doll.js
Karl Pannek 955179eec9 Fix contact detection for jump mechanics
- Fix IsTouching() → isTouching() in Doll.js onFootSensorDetection
- This should resolve the issue where players couldn't jump immediately
  after landing, as the contact detection was failing due to calling
  a non-existent method in Planck.js
2025-07-16 15:17:27 +02:00

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JavaScript
Executable file

define([
"Game/" + GLOBALS.context + "/GameObjects/GameObject",
"Lib/Utilities/Exception",
"Lib/Vendor/Planck",
"Game/Config/Settings",
"Game/" + GLOBALS.context + "/Collision/Detector",
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Assert"
],
function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Assert) {
"use strict";
function Doll (physicsEngine, uid, player) {
this.characterName = "Chuck";
this.player = player;
this.height = 37;
this.width = 9;
this.headHeight = 12;
this.reachDistance = 20;
this.areaSize = 35;
Parent.call(this, physicsEngine, uid);
this.standing = false;
this.moveDirection = 0;
this.lookDirection = 0;
this.legs = null;
this.footSensor = null;
this.actionState = null;
this.lookAtXY = { x:0, y:0 };
this.reachableItems = {
left: [],
right: []
};
this.nearbyDolls = [];
this.holdingJoint = null;
this.holdingItem = null;
this.ragDoll = {head: null, body: null}; // FIXME: wtf is this? can we remove it?
this.createFixtures();
this.body.setActive(false);
nc.trigger(nc.ns.core.game.worldUpdateObjects.add, this);
}
Doll.prototype = Object.create(Parent.prototype);
Doll.prototype.getBodyDef = function() {
var bodyDef = {
position: planck.Vec2(0, 0),
fixedRotation: true,
linearDamping: Settings.PLAYER_LINEAR_DAMPING,
type: 'dynamic'
};
return bodyDef;
};
Doll.prototype.createFixtures = function () {
Assert.number(this.width, this.height);
Assert.number(this.reachDistance);
Assert.number(this.areaSize);
var self = this;
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
fixtureDef.density = Settings.PLAYER_DENSITY;
fixtureDef.friction = 0;
fixtureDef.restitution = Settings.PLAYER_RESTITUTION;
var radius = this.width / 2 / Settings.RATIO;
var headShape = planck.Circle(
radius,
planck.Vec2(0, -(this.height - (this.width / 2)) / Settings.RATIO)
);
fixtureDef.shape = headShape;
fixtureDef.isSensor = false;
fixtureDef.userData = {
onCollisionChange: this.onImpact.bind(this)
};
this.body.createFixture(fixtureDef);
var bodyShape = planck.Box(
this.width / 2 / Settings.RATIO,
(this.height - this.width) / 2 / Settings.RATIO,
planck.Vec2(0, -this.height / 2 / Settings.RATIO),
0
);
fixtureDef.shape = bodyShape;
fixtureDef.isSensor = false;
this.body.createFixture(fixtureDef);
var legsShape = planck.Circle(
this.width / 2 / Settings.RATIO,
planck.Vec2(0, -this.width / 2 / Settings.RATIO)
);
fixtureDef.shape = legsShape;
fixtureDef.friction = Settings.PLAYER_FRICTION;
fixtureDef.isSensor = false;
this.legs = this.body.createFixture(fixtureDef);
fixtureDef.density = 0;
var feetShape = planck.Circle(
(this.width - 1) / 2 / Settings.RATIO, // the -1 one prevents collisions with walls
planck.Vec2(0, 2 / Settings.RATIO) // 2 is offset into ground
);
fixtureDef.shape = feetShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: this.onFootSensorDetection.bind(this)
};
this.footSensor = this.body.createFixture(fixtureDef);
var grabSensorLeftShape = planck.Box(
this.reachDistance / 2 / Settings.RATIO,
((this.height / 2) + this.reachDistance / 4) / Settings.RATIO,
planck.Vec2(
-this.reachDistance / 2 / Settings.RATIO,
-this.height / 2 / 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 = planck.Box(
this.reachDistance / 2 / Settings.RATIO,
((this.height / 2) + this.reachDistance / 4) / Settings.RATIO,
planck.Vec2(
this.reachDistance / 2 / Settings.RATIO,
-this.height / 2 / Settings.RATIO
)
);
fixtureDef.shape = grabSensorRightShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: function(isColliding, fixture) {
self.onFixtureWithinReach(isColliding, "right", fixture);
}
};
this.body.createFixture(fixtureDef);
// Area Sensor
var areaSensorShape = planck.Box(
(this.width + this.areaSize) / 2 / Settings.RATIO,
(this.height + this.areaSize) / 2 / Settings.RATIO,
planck.Vec2(
0,
-this.height / 2 / Settings.RATIO
)
);
fixtureDef.shape = areaSensorShape;
fixtureDef.isSensor = true;
fixtureDef.userData = {
onCollisionChange: function(isColliding, fixture) {
var userData = fixture.getBody().getUserData();
if(userData instanceof Doll) {
var doll = userData;
var i = self.nearbyDolls.indexOf(doll);
if(isColliding) {
if(i === -1) {
self.nearbyDolls.push(doll);
}
} else {
if(i !== -1) {
self.nearbyDolls.splice(i, 1);
}
}
}
}
};
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) {
Assert.number(x, y);
this.body.setPosition(planck.Vec2(x / Settings.RATIO, y / Settings.RATIO));
this.body.setActive(true);
this.setActionState("fall");
};
Doll.prototype.getHeadPosition = function() {
var pos = this.body.getPosition();
return {
x: pos.x,
y: pos.y - (this.height - this.headHeight / 2) / Settings.RATIO
};
};
Doll.prototype.setFriction = function (friction) {
if(!friction) friction = -1;
Assert.number(friction);
if (this.legs.getFriction() != friction) {
this.legs.setFriction(friction);
}
};
Doll.prototype.move = function (direction, modifierActivated) {
this.moveDirection = direction;
var speed;
var isHoldingHeavyItem = this.holdingItem && this.holdingItem.options.weight > Settings.MAX_RUNNING_WEIGHT;
switch(true) {
case direction == this.lookDirection && this.isStanding() && !isHoldingHeavyItem && !modifierActivated:
speed = Settings.RUN_SPEED;
break;
case !this.isStanding():
speed = Settings.FLY_SPEED;
if(isHoldingHeavyItem) {
if(Settings.FLY_SPEED > Settings.WALK_SPEED) {
speed = Settings.WALK_SPEED;
}
}
break;
default:
speed = Settings.WALK_SPEED;
break;
}
this.setFriction(Settings.PLAYER_MOTION_FRICTION);
this.body.setAwake(true);
Assert.number(speed, direction);
var vector = planck.Vec2(speed * direction, this.body.getLinearVelocity().y);
this.body.setLinearVelocity(vector);
if(this.isStanding()) {
if(this.moveDirection == this.lookDirection) {
if(isHoldingHeavyItem || modifierActivated) {
this.setActionState("walk");
} else {
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");
} else {
var vector = this.body.getLinearVelocity().clone();
vector.x *= Settings.JUMP_STOP_DAMPING_FACTOR;
this.body.setLinearVelocity(vector);
}
};
Doll.prototype.jump = function () {
if (this.isStanding()) {
this.body.setAwake(true);
var vector = planck.Vec2(0, -Settings.JUMP_SPEED);
this.body.setLinearVelocity(vector);
this.setStanding(false);
this.setActionState("jump");
}
};
Doll.prototype.jumpStop = function () {
if (!this.isStanding() ) {
this.body.setAwake(true);
var vector = this.body.getLinearVelocity().clone();
if(vector.y < 0) {
vector.y *= Settings.JUMP_STOP_DAMPING_FACTOR;
this.body.setLinearVelocity(vector);
}
}
};
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(item) {
this.holdingItem = item;
this.positionHoldingItem();
};
Doll.prototype.positionHoldingItem = function() {
if(this.holdingItem) {
if(this.holdingJoint) {
this.body.getWorld().destroyJoint(this.holdingJoint);
this.holdingJoint = null;
}
var bodyPosition = this.body.getPosition();
Assert.number(this.width, this.height);
Assert.number(this.lookDirection);
var handPosition = planck.Vec2(
bodyPosition.x + ((this.width / 2 / Settings.RATIO) * this.lookDirection),
bodyPosition.y - this.height / 4 * 2 / Settings.RATIO // 2/3 of the body height
);
this.holdingItem.reposition(handPosition, this.lookDirection);
var jointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
jointDef.initialize(this.body, this.holdingItem.body, this.holdingItem.getGrabPoint());
this.holdingJoint = this.body.getWorld().createJoint(jointDef);
}
};
Doll.prototype.throw = function(item, options) {
if(this.holdingJoint) {
this.body.getWorld().destroyJoint(this.holdingJoint);
} else {
// log stack if we called throw without a holdingJoint
var w = new Error("Throwing without a holdingJoint");
console.error(w.message + "\n" + w.stack);
}
this.holdingJoint = null;
this.holdingItem = null;
var dollVelocity = {
x: this.body.getLinearVelocity().x,
y: this.body.getLinearVelocity().y
};
item.throw(options, dollVelocity);
};
Doll.prototype.isAnotherPlayerNearby = function() {
return this.nearbyDolls.length > 0;
};
Doll.prototype.onFootSensorDetection = function(isColliding, fixture) { // jshint unused:false
var self = this;
var hasJumpStartVelocity = this.body.getLinearVelocity().y < -Settings.JUMP_SPEED;
if(isColliding) {
if(!hasJumpStartVelocity) {
this.setStanding(true);
}
} else {
var contactCount = 0;
var edge = self.body.getContactList();
while (edge) {
var contact = edge.contact;
if(!contact.isTouching()) {
edge = edge.next;
continue;
}
if(contact.getFixtureA() === self.footSensor) {
contactCount++;
}
if(contact.getFixtureB() === self.footSensor) {
contactCount++;
}
edge = edge.next;
}
if (contactCount === 0) {
self.setStanding(false);
}
}
};
Doll.prototype.onImpact = function(isColliding, fixture) { // jshint unused:false
// overwrite if necessary
};
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.getVelocities = function() {
return {
linearVelocity: this.body.getLinearVelocity(),
angularVelocity: this.body.getAngularVelocity()
};
};
Doll.prototype.update = function() {
if (this.body.getLinearVelocity().x === 0 && this.isWalking()) {
this.stop();
}
if (!this.body.isAwake() && !this.isStanding()) {
this.setStanding(true);
}
};
Doll.prototype.setUpdateData = function(update) {
Parent.prototype.setUpdateData.call(this, update);
this.setActionState(update.as);
this.lookAt(update.laxy.x, update.laxy.y);
};
Doll.prototype.destroy = function() {
nc.trigger(nc.ns.core.game.worldUpdateObjects.remove, this);
Parent.prototype.destroy.call(this);
};
return Doll;
});