chuck.js/app/Game/Core/Player.js
2013-01-05 08:19:49 +01:00

183 lines
4.8 KiB
JavaScript
Executable file

define([
"Game/Core/Physics/Doll",
"Game/Config/Settings"
],
function (Doll, Settings) {
function Player (id, physicsEngine) {
this.physicsEngine = physicsEngine;
this.id = id;
this.standing = false;
this.doll;
this.mc;
this.currentAnimationState = 'stand';
this.lookDirection = 1;
this.moveDirection = 0;
this.isSpawned = false;
}
Player.prototype.spawn = function (x, y) {
this.doll = new Doll(this.physicsEngine, this.id);
this.doll.spawn(x, y);
this.isSpawned = true;
}
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.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;
});