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When we require a singleton, its instance name should be named by lowercase, since it is not a class. Relates to #128
120 lines
No EOL
3.2 KiB
JavaScript
Executable file
120 lines
No EOL
3.2 KiB
JavaScript
Executable file
define([
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"Game/Core/Player",
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"Lib/Utilities/NotificationCenter",
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"Game/Config/Settings"
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],
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function (Parent, nc, Settings) {
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"use strict";
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function Player(id, physicsEngine, user, isMe) {
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Parent.call(this, id, physicsEngine, user);
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this.healthBarView = null;
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this.healthBarViewVisibleTimeout = null;
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this.healthBarViewVisible = false;
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this.initHealthBar();
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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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Player.prototype = Object.create(Parent.prototype);
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Player.prototype.setStats = function(stats) {
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var oldHealth = this.stats.health;
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this.stats = stats;
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if(oldHealth != this.stats.health) {
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this.onHealthChange();
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}
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}
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Player.prototype.initHealthBar = function() {
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var self = this;
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this.healthBarViewVisible = false;
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var options = {
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x: 100,
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y: 100,
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healthFactor: this.stats.health / 100,
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visible: this.healthBarViewVisible
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};
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var callback = function(healthBarView) {
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self.healthBarView = healthBarView;
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}
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nc.trigger(nc.ns.client.view.healthBar.createAndAdd, callback, options);
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};
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Player.prototype.onHealthChange = function() {
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if(this.stats.health != 100) {
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this.setHealthBarVisible(true);
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}
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};
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Player.prototype.spawn = function(x, y) {
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Parent.prototype.spawn.call(this, x, y);
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this.setHealthBarVisible(false);
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};
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Player.prototype.setHealthBarVisible = function(visible) {
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var self = this;
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this.healthBarViewVisible = visible;
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if(this.healthBarViewVisibleTimeout) clearTimeout(this.healthBarViewVisibleTimeout);
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if(visible) {
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var position = this.getPosition();
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var options = {
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x: position.x * Settings.RATIO,
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y: position.y * Settings.RATIO,
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healthFactor: this.stats.health / 100,
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visible: this.healthBarViewVisible
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};
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nc.trigger(nc.ns.client.view.healthBar.update, this.healthBarView, options);
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this.healthBarViewVisibleTimeout = setTimeout(function() {
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self.healthBarViewVisible = false;
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nc.trigger(nc.ns.client.view.healthBar.update, self.healthBarView, {visible: self.healthBarViewVisible});
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}, Settings.HEALTH_DISPLAY_TIME * 1000);
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} else {
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nc.trigger(nc.ns.client.view.healthBar.update, this.healthBarView, {visible: this.healthBarViewVisible});
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}
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};
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Player.prototype.render = function() {
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if(this.doll) {
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this.doll.render();
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}
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if(this.healthBarViewVisible) {
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var position = this.getPosition();
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var options = {
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healthFactor: this.stats.health / 100,
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x: position.x * Settings.RATIO,
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y: position.y * Settings.RATIO,
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}
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nc.trigger(nc.ns.client.view.healthBar.update, this.healthBarView, options);
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}
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};
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Player.prototype.isHoldingSomething = function() {
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return !!this.holdingItem;
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};
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Player.prototype.destroy = function() {
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clearTimeout(this.healthBarViewVisibleTimeout);
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nc.trigger(nc.ns.client.view.healthBar.remove, this.healthBarView);
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nc.off(this.ncTokens);
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Parent.prototype.destroy.call(this);
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};
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return Player;
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}); |