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https://github.com/logsol/chuck.js.git
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97 lines
No EOL
2.6 KiB
JavaScript
Executable file
97 lines
No EOL
2.6 KiB
JavaScript
Executable file
define([
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"Game/Core/GameObjects/Item",
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"Game/Config/Settings",
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"Lib/Utilities/NotificationCenter",
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"Game/Client/View/Abstract/Layer"
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],
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function (Parent, Settings, nc, Layer) {
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"use strict";
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function Item(physicsEngine, uid, options) {
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this.layerId = Layer.ID.ITEM;
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Parent.call(this, physicsEngine, uid, options);
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this.ncTokens = this.ncTokens.concat([
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nc.on(nc.ns.client.game.events.render, this.render, this)
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]);
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}
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Item.prototype = Object.create(Parent.prototype);
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Item.prototype.createMesh = function() {
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var self = this;
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var texturePath = Settings.GRAPHICS_PATH
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+ Settings.GRAPHICS_SUBPATH_ITEMS
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+ this.options.category + '/'
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+ this.options.image;
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var callback = function(mesh) {
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self.mesh = mesh;
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nc.trigger(nc.ns.client.view.mesh.add, self.layerId, mesh);
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}
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// Determine pivot point based on item type
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var pivotY;
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if (this.options.type === "circle") {
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// For circular items, center the pivot
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pivotY = this.options.height / 2;
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} else {
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// For rectangular items, pivot at bottom center
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pivotY = this.options.height;
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}
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nc.trigger(nc.ns.client.view.mesh.create,
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this.layerId,
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texturePath,
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callback,
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{
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width: this.options.width,
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height: this.options.height,
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pivot: {
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x: this.options.width / 2,
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y: pivotY
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}
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}
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);
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};
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Item.prototype.destroy = function() {
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nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.mesh);
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Parent.prototype.destroy.call(this);
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};
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Item.prototype.render = function() {
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.mesh,
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{
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x: this.body.getPosition().x * Settings.RATIO,
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y: this.body.getPosition().y * Settings.RATIO,
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rotation: this.body.getAngle()
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}
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);
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}
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Item.prototype.flip = function(direction) {
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var oldFlipDirection = this.flipDirection;
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Parent.prototype.flip.call(this, direction);
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if(oldFlipDirection != direction) {
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.mesh,
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{
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xScale: direction
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}
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);
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}
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};
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return Item;
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}); |